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FPSC Classic Models and Media / Character Texturing Problems

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heluvsya
17
Years of Service
User Offline
Joined: 17th Dec 2008
Location:
Posted: 22nd Mar 2009 18:31
Hi everyone,

i searched in everywhere in the forums for an answer to my question and i cant find one so im hoping you guys can help me out. I have a character in 3ds max rigged and ready to go for fpsc (thanks to the fpsc rigging video for 3ds max) in max the texture looks fine, but when i export it using the pandasoft directx exporter iam having three problems.

1. The .x file is made but when i use the character in fpsc the texture map is scrambled (the picture for his head is on his chest, his legs on his back etc. I think based on what i have read it is a uv problem? i dont know what to do because in 3ds max it looks fine.

2. The .x file exports without a texture map, i see the texture map in 3ds max in the material editor but when i export the map using the settings provided on the fpscreator website, all i get is a .x file and no texture map.


3. I have another character i want to add to fpsc that is rigged but its texture map instead of one texture has many texture pictures, 1 for the eyes, 1 for the head one for the body, etc. I know that for fpsc i need to find a way to make it one picture all together so how do i do that in 3ds max. Any ideas?

Your help is greatly appreciated, thanks!!
Cosmic Prophet
18
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 22nd Mar 2009 19:01
My first guess would be, you need to remap (UV MAP)your model. Then simply assign the new texture map in the .fpe file after export.

Sorry I cant be more specific as far as settings and what not for 3Ds max. I dont use that program. but I've come across similar issus with other 3d apps. Hope this helps, Good luck!.

In the Universe, nothing ever stays the same.

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