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3 Dimensional Chat / When not UVW Unwrapping in 3dsmax 9...

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CattleRustler
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Location: case modding at overclock.net
Posted: 10th Feb 2008 18:21 Edited at: 10th Feb 2008 18:21
Question for the 3dsmax crew...

If I uvw unwrap a model, and texture the faces with a custom texture, and export the model via panda exporter, all is fine inside of the dxviewer and the db_ engine. The model loads up textured properly, without any code other than loading the object.

The problem is with models that are not specifically uvw unwrapped. Say for a room, I apply a texture in 3dsmax, and then edit the multiplier downwards in the material editor main screen, so the texture begins to tile across the object, instead of it being 1x1 like when first applied. I get it to look right inside of 3dsmax, but when its exported, it loads up in the dxviewer, and in db_ as 1x1. The texture is stretched across the object, insted of tiled. So basically the appearance in 3dsmax is not matching the export like it did for explicitly unwrapped objects.

Is there some other modifier that needs to be applied to the object before applying the tx in max? Does that mean I need to unwrap everything before texturing, even static geometry, just to get textures to tile?

Anyway, any help is much appreciated

[href]mod2software[/href]
CattleRustler
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Location: case modding at overclock.net
Posted: 10th Feb 2008 19:46
nvm, figured it out.

had to set:
Real World Scale ON in mat editor
Real Worl Map Size ON in the object properties.

and the mapping type in the mat editor was changed from Explicit Map Channel to Planar From Object XYZ, but I am not sure that step is always needed...

[href]mod2software[/href]
QuothTheRaven
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Posted: 11th Feb 2008 01:37
A better solution might to be to apply a uvw modifier (not unwrap) to those faces so you can adjust scaling per face, not per texture. That should export fine.

CattleRustler
Retired Moderator
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Years of Service
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 11th Feb 2008 02:07 Edited at: 11th Feb 2008 02:12
yep, after I posted I realized that adding a uvw map modifier to the primitives makes everything easily tweakable, without using any settings in the mat editor. Thanks

edit: and set the mapping type in the modifier to Face so it tiles nicely, regardless of segments in the model

[href]mod2software[/href]

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