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3 Dimensional Chat / 3DS Maxx & Textures and Export

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FastBurst
17
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Joined: 25th Apr 2007
Location: Tucson, AZ
Posted: 30th Apr 2007 21:32
Okay I need some help here. I am designing and modeling my AS50 Sniper Rifle, alot of you have seen the pic, also I attached it again.

Now I do all my texturing in 3DS Maxx as well as I go and model, just a good process to follow. Here is whats happening.

I go to save and save my format fine. then I go to export to .X using and following the steps as if it were a character according to FPSCreator.com http://www.fpscreator.com/characterstudio.html

I use all the same file settings as it does in that page.

Then I go in and use either the Weapons Creator or Enity Maker tried them both. and when I go to add it I have no Textures? or the models are all grey!

What am I missing here? Am I wasting my time texturing everything in 3DS maxx? Do I need to do something different?

Why are my textures not getting exported with it? or am I doing something wrong?

"Not asking the question to begin with is the only stupid question..."

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theboss
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Posted: 30th Apr 2007 21:53
i think you have to put the texture into the same folder as the path says


something like that

Whe are currently looking for people who can uvmap and people who are good in lvl design, if youre interrested e-mail me

http://pietrowgames.xydonisnetwork.net/news.php
FastBurst
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Posted: 30th Apr 2007 21:57
Okay but if I have already textured the model in 3DS Maxx how would I do that?

Or is it even possbile or am I exporting the models wrong when I do this?

Or Should hte model even be textured?

I realize now after searching that the textures must be in the gun or object folder, But how do I make these textures in the first place if I am adding textures whn I model them in 3DS Maxx?

"Not asking the question to begin with is the only stupid question..."
Locrian
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Location: Burton Mi.
Posted: 30th Apr 2007 22:42 Edited at: 30th Apr 2007 22:43
I have no idea how your texturing in Max. As far as I now Max has never been a 2d paint application. And if your saying your applying textures to your mesh in Max: Why wouldn't you know the differance since you own either a 800$(student) or 3500$(private) piece of gear? Have you not looked at the tutorials that came with Max?

Let roll on the assumption you do have a legal copy:
The term you looking for is Multi/sub object selection. This enables you to have multiple materials assigned to multiple objects or polygons in the same scene.



Step 1. Inside max click Help and scroll to tutorials. Click on it and the chms file opens over the top of Max.

Step 2. Go to the search tab and write multi/sub. I clicked on the first tutorial.

Step 3 follow the directions. This tut asks you to goto:
Quote: "Locate chairs_assigned.max in the tutorialsdesignviz folder, and click Open"


Navagate to this folder and open up the tut and follow along.



As you can see my meshs match up with whats asked in the tutorials. Theres like way over 10000 pages of documentation and like 600 models or more that go along with the instructions. How could any one here possibly be as complete as that? all of this comes with max when you buy it. Theres no way you can't learn something from all that.

FastBurst
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Posted: 30th Apr 2007 22:59
Okay Locrian,

First off that is not what Im referring too, and yes I have a legal copy, I am applying the textures to the meshes. If you take your time and read what I am asking you will see what I am talking about.

Am I wasting my time messing around texturing the model to begin with as it looks like the method I am used to using because I model and create stuff for SimCity 4 and everything in the exported models there have everything like the textures built into the models and you upload them and it works.

This is a whole new expereience. I cant find real answers when I searched 100's of the forums posted.

My question again is am I wasting my time doing the textures in 3DS Max and then exporting them to .X as when I do the export no textures follow the export. SO with that in mind should there be a texture that exports with it? If not what is the easiest way to do this or create these since I have already did this in 3DS Max?

"Not asking the question to begin with is the only stupid question..."
Locrian
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Posted: 30th Apr 2007 23:35 Edited at: 30th Apr 2007 23:41
You need to tighten up partner....Multi sub object deals with multiple textures. What your asking makes absolutely no sense in your post address directly to me. You can't texture in Max...at all...ever... You problem is your not assigning textures as "MULTI SUB OBJECT" So the x file no mater what textures you used inside max has no idea what texture you want where when it's exported. So again, the answer I gave clearly shows you what to do. Once you assign textures/materials as "Multi/sub Object", when you export it as an x file the information is writen and the FPSC engine knows theres more then one texture to apply and it won't turn out white(this is talking about a gun which is always dynamic).

You can Uv mapp...

You can assign materials.

Don't search forums

Search the Help files.

You can not texture in max.

This is not a 3dMax forum. Try:
http://discussion.autodesk.com/index.jspa
And pick the forums that suit your problem. Once you figure out you have to assign things correctly so it's written in the .x file upon export, then we can help ya out. But this will clear up your problem...And I always read. I don't post unless I know what I'm saying.

FastBurst
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Posted: 30th Apr 2007 23:49
Okay I see what you are talking about now. never had to do that with other game modeling. See now was that so hard? now let me play around with this somemore and see what happens.

"Not asking the question to begin with is the only stupid question..."
Opposing force
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Posted: 30th Apr 2007 23:50
Sorry to go off topic, Locrian, what was the link to that photoshop metal texture tutorial on a forum, that you posted in a thread yesterday? I think a Moderator has deleted that post and I didn't save the link

FredP
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Posted: 1st May 2007 01:17
Moving this to the 3D Chat forum.

Johaness
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Posted: 1st May 2007 01:35
@FastBurst
1. When creating materials in the Material Editor, are you using bitmaps for your diffuse map or procedural textures eg. Marble,Wood,Stucco etc. ?

a) If you\'re using bitmaps, these do not get copied to where you exported the x file. You can use the Resource Collector from the Utilities panel to help you do that. Makes is easier when it\'s multiple bitmaps.

b) If you\'re using procedural textures, these need to \"baked\" into a bitmap. Use Render to Texture for this.

2. If you already have all your materials as Standard materials - apply them to the polygons of your object as usual. Then select an empty material slot and use the Pick Material from Object tool and this will create a Multi/Sub-Object material which you can/should rename and apply to your objects.

@FredP
Yeah, as I was typing which left me baffled for a few minutes.
.
FastBurst
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Posted: 1st May 2007 02:47
Johaness, Yes I am using the bitmaps, could that be the problem as you mentioned?

I always use the bitmaps as to thats what I am used to doing for Other game development modelling.

Since I am trying to do this for new opbects, characters and weapons etc etc for FPSC, I have never used the Resource Collector within the Utilities panel.

I have tried doing the Multi/Sub Object method which is simple from what I gather from various seaches in 3D modelling sites.

I open a new Multi/Sub and in each section I can add bitmaps and Assign them an ID and then apply the materials or textures to the model meshes.

Then save and export. I dont see the bitmaps or anything getting copied to the .x location.


Can you perhaps a step by step please.

@FredP
THanks for moving the thread.

"Not asking the question to begin with is the only stupid question..."
Johaness
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Posted: 1st May 2007 04:52
Yes that is correct. The bitmaps are not copied over. Only the objects get exported. You have to copy over the bitmaps yourself.

1. You can use the usual method. Windows Explorer. Just copy the bitmaps to wherever you exported the .x file.

2. F1 in max and use the index tab to search Resource Collector. Its very straight forward. Just point the path to where you exported the .x file then click the begin button. The help file explains the various options.

There quite a few people who don't bother with help files in an application. Its pretty understandable as alot of them are pretty useless (the help files). Max has the best help files I have ever come across. Get into the habit of using it, and exploring it. There are so many things in max, I find myself using it alot as a quick reference guide.
QuothTheRaven
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Posted: 1st May 2007 06:14 Edited at: 1st May 2007 06:30
Yeah as Johaness said, and theboss said in the very first reply, just put the textures in the same folder as the .X file if the textures are in the same folder as the .max file you save the object as. If your max file is in a folder called "models" and your texture is in a folder called "textures," then you have to have the same directory setup as the max file, so wherever you put the .X file make sure there's a foler called "textures" there too (that's just an example).

No .X object is exported with the actual jpeg texture itself, just the uv data

edit: Did you make the gun in the screenshot? If so it looks great, do you have any more shots of it?

FastBurst
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Posted: 1st May 2007 15:53
Okay I understand this a little more, here is the question I have and trying to see how to work around this now. I hear you guys that you include the textures with the .x export as well.

Here is the problem I see is that I use anywhere from 10-50 different textures, am I to include each one of those each time? I export as well?

If so there has to be an easier way right?

And yes I have more screenshots but dont want to post them right now till I get this all done. I have ALOT of projects I have done and made. But thanks for your comments and help everyone.

"Not asking the question to begin with is the only stupid question..."
QuothTheRaven
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Posted: 2nd May 2007 06:37 Edited at: 2nd May 2007 06:39
Quote: "Here is the problem I see is that I use anywhere from 10-50 different textures, am I to include each one of those each time? I export as well?"

Yes
Quote: "If so there has to be an easier way right?"

No. What's so hard about copying textures from one directory to another?

edit: for clarification in case you're confused about this, you don't need to copy all 50 textures to the new directory EVERY time you export your .X object. Just have them in the same folder as the .X object will be saved in. I use max as my only modeling / texturing package and there is nothing difficult about it at all. If you think it's too much work then you're confused about the process.

FastBurst
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Posted: 2nd May 2007 17:18
Yes I know its easy to copy them over like that, my point is if I have that many textures alot of them and like most people dont want to just give them away like that.

And another reason why I ask is in the Entity Maker and Weapoins creators I see that you can use for FPSC it ask for a texture file in both cases.

So in that case what texture file do I use? or do I even use one or attach one in that case?

"Not asking the question to begin with is the only stupid question..."
Phaelax
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Posted: 3rd May 2007 03:16
Quote: "You can not texture in max."

Either I'm misunderstanding what you're saying or thats the most absurd thing I've heard.

Quote: "and like most people dont want to just give them away like that."

What you want to do is called "texture baking". Under the "Render" menu click on "Render to Texture" (or something like it). What this will do is render your material (you select which maps to include, such as diffuse or lighting maps) to an image file. You then apply this image to your model before exporting it. It necessarily won't look as clean, at least not in my experience, but its not bad.


FastBurst
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Posted: 3rd May 2007 17:07
So if I texture bake it, what exactly will this do and how does this help? Just looking for a clear explaination of what you are referring to here.



"Not asking the question to begin with is the only stupid question..."
Phaelax
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Posted: 4th May 2007 11:44
Ummm, I thought I just explained that. In max, a material can be made up of many textures or your model can use several materials at once. When you render to texture, its basically making a single texture comprised of all your materials with applied lighting/shadow maps and whatever other effects you used. You apply this single texture to your model to get essentially the same looking effect without having to use all the other materials. So when you give out your model, you don't need to include 40 textures.


FastBurst
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Posted: 4th May 2007 17:34
Okay I am liking that option already, Does it export this texture as well? I tried to do this last night and I couldnt find the texture.

Maybe I missed something.

"Not asking the question to begin with is the only stupid question..."
FastBurst
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Posted: 4th May 2007 21:41
Okay I got the textures to export but it is exporting all the textures still can you post the settings I should be using I think maybe I am not applying the settings correctly.

"Not asking the question to begin with is the only stupid question..."

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