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zedar
09-08-2005, 11:19
This is the problem:
render:https://img.photobucket.com/albums/v222/zedar_1/Mumakil.jpg
Ingame:https://img.photobucket.com/albums/v222/zedar_1/toimii.jpg
Textures are messed up.
Same happens in every model.
https://img.photobucket.com/albums/v222/zedar_1/SpartanMercenaries_02.jpg
https://img.photobucket.com/albums/v222/zedar_1/SpartanMercenaries_01.jpg
Look at the skirt. Textures changes.
Why is this happening!!?? :help: ~:confused:

In schematic view in max, do i have to link the body object to something? (like that primary weapon is linked to right hand bone, etc.)

Do i have to collapse skin modifier at end? (i havent collapsed this) Or unwrap modifier(i have collapsed this)

hoggy
09-08-2005, 13:16
no don't collapse the stack. It looks like you've not seperated each uv set into a seperate element. If 2 Uv sets share the same vertex they tend to do that stretchy, strangeness. Each time you go to apply a texture projection, select the polys and hit detach-detach to element first.

zedar
09-08-2005, 16:41
no don't collapse the stack. It looks like you've not seperated each uv set into a seperate element. If 2 Uv sets share the same vertex they tend to do that stretchy, strangeness. Each time you go to apply a texture projection, select the polys and hit detach-detach to element first.

You mean like, when i have unwrap uw selected, i select faces and hit detach, set the uw map and then attach it back to model...?
It sounds pretty slow.

wlesmana
09-08-2005, 17:36
Just detach the faces/polygons then attach them back in. No need to re-UVW map the detached parts. Apparently when you detach it assigned new vertices for the UVW so when you re-attach them back, they still keep the new vertices.
This is probably a less elegant way of doing it, but it works for me so far.

zedar
09-08-2005, 22:57
Ok i try that, thanks!

zedar
09-10-2005, 21:25
Ok, now i did this: I had unwrapped model allready, then collapsed unwrap modifier. Then i selected all polygons separately and detached them as element(as hoggy sayd). Element couldnt be attached again(so i thought that its still part of model, but has own vertices)so i added skin modifier. Then i went to schematic view and connected primary weapon to right hand bone and shield to left hand bone and armours to torso.

Now when i try to export it this comes:
https://img.photobucket.com/albums/v222/zedar_1/Problem_01.jpg

This is my schematic view:(it should be fine...or?)
https://img.photobucket.com/albums/v222/zedar_1/Problem_02.jpg

Doesnt that primary weapon have hand bone as its parent..?

zedar
09-11-2005, 21:39
Anyone help? :help: :help:
Should i detach weapon polygons to element?(i did...)

hoggy
09-12-2005, 08:20
ok, the detach to element part is right... best bet is to select the polys you want to uv map-then detach to element (this detaches those polygons so they have their own seperate vertices from the surrounding polys ie two vertices at each point on the border area ). You don't need to detach every polygon just groups of polygons sharing the same uvs. You only need to do the reattaching thing if you detach to object which isn't neccesary. But anyway it seems you have that sorted...
The primary weapon problem on the other hand, your schematic looks right. The only thing odd about it is the seperation of the two heirarchies ie one with scene root at the top and one with bone_abs... Max does that sometimes though in the schematic (its a bug i think).. other than that i'm stumped sorry.

zedar
09-12-2005, 14:01
So, if i change that skeleton and put new skni modifier, it could work?

hoggy
09-12-2005, 15:51
If your skeleton is actually broken in the way it appears in the schematic then yes that could be your problem. Only a guess though.

wlesmana
09-12-2005, 16:36
Ok, remember this rule: the mesh you selected to be Attached is melded into the first mesh. For instance, you select Mesh01, hit Attach, then select Weapon01. What happens is Weapon01 became part of Mesh01 and is now using Mesh01's Skin modifier, ignoring the Skin modifier in Weapon01 if there was one. So keep that in mind and try to keep the mesh with the most vertex weighting (the Skin modifier) to be the FIRST mesh you selected before attaching. Otherwsie you'd loose the Skin modifier.