Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Baked Textures ; Importing from 3ds Max

JedBlue Wind
Rendering is Fun
Join date: 7 Oct 2006
Posts: 12
05-14-2008 12:46
Hello,

I apologize if this question has been answered, I have not found specifically something that really helps.

I am just returning to SL from long break and learning some of the newer features.

I have recently begun working in 3ds Max and trying to bake textures to import with lighting and shadows into Second life for my oraganic models (tree, rocks, mountain, coral reef, etc)


Here is how the texture looks when mapped in max:
http://img501.imageshack.us/img501/6829/3dslightingontreeri4.jpg

Here is the texture when rendered using basic mental ray daylight into texture:
http://img501.imageshack.us/img501/8441/trunksculpwinddm5.jpg


But then when it is mapped on the model in SL there are alpha slices in the bark and I have to stretch texture more than it is 3ds for it to fit:
http://img134.imageshack.us/img134/3363/maxtreetextureinslrz7.jpg


Other than going into Photoshop, changing alpha and clone stamping areas to fill the alpha transparency gap, I am unsure how to fix this problem with just 3ds Max rendering and then importing to SL. I am not experienced with lighting baking textures and I am reading up on that now in 3ds Max bible.

If any experienced texture bakers have ideas or input I would greatly appreciate it.

I am thinking someone may perhaps see this pics and know what I would need to adjust in the Render to Texture parameters.


Also if the consensus is that rendering to texture is easier in maya than max i can switch as well.
Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
05-14-2008 13:57
If that object is UV mapped in Max to produce sculptie maps it should immediately set off alarm bells if you are not getting a square map out of Render To Texture. Somehow your UV coordinates are getting messed with.

You might have Projection Mapping enabled in RTT. If this is the case turn it off and use the existing UV channel (usually 1) in Mapping Coordinates. Look in the stack to see if you have any modifiers that would effect UV mapping and get rid of them.
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
05-14-2008 15:38
I don't know really anything about Max, but what Pygora said about the texture not being a solid fully-utilized square is absolutely true.

And can I just add that I think I know what you're making and this looks like it's gonna be freakin' cool?


.
_____________________
JedBlue Wind
Rendering is Fun
Join date: 7 Oct 2006
Posts: 12
05-14-2008 20:46
AH Thanx, Pygora and Robby.

The problem was indeed the Projection Mapping. Thank you for the help.
Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
05-15-2008 09:23
From: JedBlue Wind
The problem was indeed the Projection Mapping. Thank you for the help.


No problem. That automatic application of the mapping modifier used to get me every time.