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Ask bout any part of the uv map.... parts that are inside each other, either share a texture or are close to each other.
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parts that are inside each other, either share a texture or are close to each other.
They’d share the same texture color-wise, but they might not share the same lighting. Try sliding those overlapping islands outside of the 1:1 space before baking the map, then snap them back into place afterwards.
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Basically the ‘main’ looking area of the texture (the only area you’ll see if wrapping is turned off). If you move the mouse around, the bottom-left of the texture editor will tell you the coordinates of the cursor.
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Thanks cry, your help is invaluable… but i decided to redo the UV map completely…
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Just want to add that you don’t need to rig your models if they have no animations.
(still the exporter might do it as Cryrid mentioned, I just know I never rigged any of my models that were not animated)
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i dont wanna flood the forum.... So regarding the shadows question i asked some time ago, i fixed the uv map, but now im trying to add lights, then apply rendermap (sorry for bad terminology).... i do the steps from the Noesis dynamite tutorial.... but the resulting generated map has diagonal black lines, not a lot, but a few of them… how can i prevent these black lines from appearing on the generated map AND if im correct, when u generate a map, you delete the texture, and apply the generated map.... but for some reason, it cant “remember” the UV’s from the old texture… how can i transfer the uv’s from old texture to a new one? Thx in advance.
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i do the steps from the Noesis dynamite tutorial.... but the resulting generated map has diagonal black lines, not a lot, but a few of them.
That was an old issue with Mod Tool, and there was never a patch or solution around it. I think it had to do with the watermark, or gutting most of Mental Ray. Odd that it didn’t do that in the first render, unless you just recently switched. There is a chance it can be removed in Photoshop using a filter (dust & scratches I think?), but this might not work on all map types.
You could just switch to the render menu (shortcut 3), and use Get>Texture>Image. Load the new image, and under ‘texture projection’ use the drop-down box to select the existing coordinates.
Alternatively, hit ‘7’ to open the render tree for the object. Open the texture’s node and swap the image there.
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ok for some reason, the texture is missing… it says its there, but the texture is the standard multicolor 0.1 to 1.0 thingy… why is this? and for some reason, in the the texture node (named after the texture: door_frame_sheet.png), when i scroll down to the texture options, its colored red (in the general/info tabs).
EDIT: Fixed, i thought the texture was in the SMD itself.... turns out not… anywho, fixed....
EDIT 2: i cant get rid of the diagonal lines… is there any other way?
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