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3 Dimensional Chat / Skinning a model help please : )

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Chenak
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Posted: 13th Jun 2003 00:11 Edited at: 13th Jun 2003 00:21
I have made a model in 3dsmax5, but im having trouble skinning the mesh. I know how to create a texture but its just getting it more or less seemless on the model which is the problem. Could anyone please help

It would be so much easier if the texture baker actually worked, it just screws up the texture and bakes it completely wrong (shown in the pic below). If anyone could help with that would be brill too .



Cheers

Once you start down the Dark Path, forever will it dominate your destiny...
Shadow Robert
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Posted: 13th Jun 2003 01:30
when you use the Vertex Colour Assigner (Vertex Baker) you have alot of options, but it is good to remember that your model should be Stitched in the smoothgroups you want the baked texture as.

Just add an Edit Mesh and use that for it then delete it after you've done the bake - saving it as a pMemory is always good to go back on.
And baking is a bit of an artform, Lightwave makes it pretty simple - but you need to setup a lighting scheme that will cover the model properly "light & shade it just right" so to speak.

as for the seems, just a case of practising your skills in your paint package of choice ... a good way i've found is take the edges you want to attach to each other - copy a little bit (just enough to work with) then scale & blend.
It very simple in Painshop Pro 6/7/8 but in Photoshop7 which i'm using its a nightmare working around those convoluted layers, takes a while to get used to it all.

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Chenak
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Posted: 13th Jun 2003 01:52 Edited at: 13th Jun 2003 01:53
Err, sorry i dont understand .

What do you mean by 'your model should be stitched in the smoothgroups you want to bake the texture as'?

Once you start down the Dark Path, forever will it dominate your destiny...
Shadow Robert
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Posted: 13th Jun 2003 03:10
weld ALL of the vertex groups and smooth group them as you would want the shading to appear. all the Vertex Assigner does is render your model's texture based on current light/shadow/diffuse - so anything that isn't correct for a standard render won't be on the Bake either.

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Solidz Snake
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Posted: 13th Jun 2003 05:53
creepy model dude! looks like the kids from the horror movie 'Children of the Corn'

Snake? What happened? Snake? Snaaaaaaaaaaaaaaaake!!! - Colonel Roy Campbell

Chenak
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Posted: 14th Jun 2003 19:21
@raven: thanks but that didn't work, it might be something to do with the uv wrapping. I considering getting something like bodypaint 3d any low price/free alternatives cause i dont like to spend loads of money on software

@Solidz Snake: Cheers

Once you start down the Dark Path, forever will it dominate your destiny...
Shadow Robert
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Posted: 14th Jun 2003 20:19
... well it should've - walk me through the EXACT steps you took, and it would be an idea to see the UVmap you've made

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Chenak
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Posted: 15th Jun 2003 01:41 Edited at: 15th Jun 2003 01:42
This is the original uvmap (which is rather poor i might add )



All i did was weld a load of vertices and then did the texture bake. I think its cos the i overlapped some of the uvs but i dont know...

Once you start down the Dark Path, forever will it dominate your destiny...
Shadow Robert
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Posted: 15th Jun 2003 03:24
it might be because of that yeah... Max certainly isn't the most bugless program around - and is as diffidult as anything at times.

I'd suggest reskinning, stick to the larger area's and box map them a little more. Connect up the sides which are mapped - doing this cuts down seems alot ... and by box mapping you can stop alot of the warping you'd normally see (which can also cause alot of grief).

try to get as much connected as possible, or atleast closely knit. Try not to overlap unless it is absolutely nessary - also for the lights ONLY have 4.

Create 3 similar to how i've shown in this picture, this gives a realistic Light&Shadow Bake... i've included the rough colour guides too, change to suit. Once your happy offset the topmost light (which is the daylight one) to the side, set the Axis to World and Orientation to World too then mirror copy it (as these light smust be 100% even)



then add the texture with the diffuse colour as what you'd prefer as the ambient colour and then choose a Vertex Colour as the type for the diffuse colour map.

select all of them and then Assign the Vertex Colour using the "shaded" setting and calculate shadows on.

use standard Omni lights if possible NEVER use the Photonic lights unless you truely understand how light interaction works.
someday i really must get around to creating tutorials for what i know.

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Chenak
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Posted: 15th Jun 2003 15:26
Yes!!!! It worked! Thanks so much Raven
just one more small thing, is there supposed to be an edge around the uvmapping?



Once you start down the Dark Path, forever will it dominate your destiny...
Shadow Robert
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Posted: 15th Jun 2003 22:50
yeah... Max isn't great with it'd UV Mapping, you have to kinda offset all of your textures by atleast 1 pixel, else the textures in Max will be off - its annoying when you use a UVMap you've exported using Texporter ... but you get used to it

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Chenak
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Posted: 16th Jun 2003 19:29
cheers

Once you start down the Dark Path, forever will it dominate your destiny...

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