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3 Dimensional Chat / What To Unwrap In 3DSM For DarkBASIC?

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FUna
19
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Joined: 14th Jun 2005
Location: The Center Of My Own Universe
Posted: 14th Jun 2005 15:25
I'm admittedly a 3D newb, but I've been able to learn to create the models I need, but saving them in a way DarkBASIC can use properly has been a chore and I'm hoping someone can point me in the right direction.

I have a simple cone model that has had a meshsmooth modifier and a nice shiny red-plastic material applied to it. I want to export to X (or 3DS), no problem there, but my question has to do with unwrapping the materials. The documentation I have for DarkBASIC doesn't explain what maps I need to unwrap to maintain all the texture/material info.

So my question is which maps do I need to unwrap or am I really thinking in the wrong direction?

Thanks,

-- David "FUna" Holstein
John H
Retired Moderator
22
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 14th Jun 2005 16:14 Edited at: 14th Jun 2005 16:18
If your a noob, you shouldnt start with 3DSM, as its incredibly expensive for one, and very hard to learn. Start smaller, but I suppose if you've already dished out the cash for it....

Export ALL The materials, youll have to multitexture the object in DBP (make sure the model finds its materials by itself, as coding multi-texturing can be hassling...last time I tried it at least)

The way I do it in MS3D is have the model + Textures all in the same directory, apply the textures, and export the model. Copy the model + textures into whatever directory, then when I load the model it automatically finds its textures and viola, multi-textured.


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FUna
19
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Joined: 14th Jun 2005
Location: The Center Of My Own Universe
Posted: 14th Jun 2005 22:46
Sounds like I have a long way to go. Thanks for the quick reply.

Unfortunately...I have no idea what you're talking about when it comes to exporting materials. All I've been doing is unwrapping to get a "skin" file (such as in the walking demo example in DarkBASIC). Specifically I've unwrapped the diffuse map only to get the "skin".

Unfortunately it seems something is lost when I do this. I lose detail from the texture/material.

Now if I understand you correctly...I should unwrap all the maps using the Render To Texture dialog in 3DSM and the exported X file should be able to "find" them all when I do a LOAD OBJECT? Or am I still missing something?

By the way I purchased 3D Canvas about a year ago when I started this project...but I found its documentation really unacceptable which is why I switched to 3DSM because a good friend of mine is a great modeller and he's teaching me 3DS. Neither of us can figure out what exactly DarkBASIC needs to maintain all the textures when we unwrap it.

I have this feeling tho we're over-thinking it.

-- David "FUna" Holstein
Zergei
19
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Joined: 9th Feb 2005
Location: Everywhere
Posted: 15th Jun 2005 01:15
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
This tutorial is for 3ds and it was very usefull for me at the beggining, thought it's for high poly. Goto the 4-UVW Mapping - Bases (1-6 pages)... it shows you how to properly texture an object with all it's uvw mapping and unwrap stuff... after that you export it to a 3ds format using the exporting option of 3dsM, and when the dialog box appears make sure "Preserve Max's Texture coordinates" is selected and press ok.... after that make sure that the bitmap with it's texture is IN THE SAME DIRECTORY OF THE EXPORTED MODEL so that when you load that object in DB/DBPro it automatically adds it's texture... hope it helps you...
FUna
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Joined: 14th Jun 2005
Location: The Center Of My Own Universe
Posted: 15th Jun 2005 03:21
Quote: " http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp"


Thanks Zergei...that's EXACTLY what I needed.

-- David "FUna" Holstein
Zergei
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Joined: 9th Feb 2005
Location: Everywhere
Posted: 15th Jun 2005 05:54
Glad i could help

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