3ds Max :: Texturing Individual Polygons?
Jan 10, 2012
I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.
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May 10, 2012
Is there a way to do this? Is there a script out there that can create individual Symbols from individual layers?
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EDIT: I pasted this in the wrong forum so i moved it over here.
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Jun 29, 2005
if it's possible to do kind of 3D-texturing in photoshop.
The grid looks very ugly as it's just a flat pattern on top of the model. I'd imagine photoshop could somehow do 3D-texturing based on the bevel blending I´ve used in the model.
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Apr 16, 2007
Anyone used/bought this DVD ?
It sounds like it would be interesting, but I don't think I want to spend that much on it unless I had some reliable information.
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Jan 25, 2007
I have a high resolution image for an event we're promoting. The theme/title is "Breaking the Mold" I had a hard time thinking of a concept to go with and have sketched a few things out.
But I really want this to look like a movie poster or a game cover. Anyway the conference is, from what I'm told is to deal with leadership and breaking the way things are normally done.
So I figured I'd try something like a guy kneeling or standing in a business suit, tearing his coat off, like a Superman type deal, but have only half of the image as a statue, while the top half is the man breaking out of the mold (so to speak).
So my question is, once I find a suitable image, how can I take a textured image or background and lay it over the man's body to make it look like he's in the mold itself.
I have thought about creating a brush with the texture and painting over the man and setting layer effects to "pin light" and setting opacity. While this works with paint pretty well, I figured it might work with texture.
But how do I create the brush with the texture for a high resolution image?
Now after I crop the man out of whatever background he's in, and I take a complete huge picture of a statue, plaster, broken concrete, can I just lay it over the man. Because I've tried it with a quick sample I had as a test and set the layer settings to all the ones on there, but the concrete would not wrap around the shadows, and highlights well. The texture would remain flat and not have depth of the man's body.
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Mar 16, 2012
I am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.
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Mar 29, 2012
I have made a cube, and given a basic cube UV map. The material I want is a standard 2D map (say noise). The problem is that each face gets the same pattern of noise. I would have the same result if I had a basic bitmap as the material.
My solution has been to make a Multi-Sub material, and then use a different noise seed for each side of the cube. This works fine, but it makes it time consuming to do something like change the color of the cube (as I would have to edit 5/6 materials).
So, I am asking, is there a way to either make the UV behave as if each face was part of the same "thing" (spread one noise map over the image/stretch the bitmap). Perhaps make an object use multiple materials (or something like that), so that I can have a Multi-Sub for a greyscale noise, and then a basic color that I can change to effect all of the sides at once.
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Mar 9, 2011
I am having a problem when texturing using the viewport canvas. Whenever I activate the brush tool, the light on the texture seems to change. The first image shows what the texture should look like. The 2nd image shows what happens when the brush tool is active. The texture for the body gets washed out. I have my viewport settings on default lights and hardware shading turned off. I've deleted all my lights in the scene but it doesnt seem to matter.
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Nov 24, 2011
I'm using the 64bit version of 3Ds Max 2012 (student licence) and I've been having a bit of trouble with a bit of functionality I'm used to using that doesn't appear to be available in this version.
Basically, I want to add a .mov (or .avi - a movie file) to my alpha map. I've done this before in earlier versions with no issues and it's exactly the effect I'm looking for in this scene I'm working on. When I go to add either of those file types they simply don't appear in the 'bitmap' section while browsing files.
From looking online I've heard that this is an issue only in the 64bit version and it works perfectly well in the 32bit. My questions are:
- Is this an issue that's being worked on, a deliberate product feature (why?), or an oversight?
- Are there other movie file types that do work in the 64 bit version that I can use instead?
- Would uninstalling max and reinstalling with the 32 bit version have a negative effect on the files I've created within my current version?
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Jun 14, 2013
how to texture and render like how they did in the movie: OnePiece 3D Mugiwara chase, here is the link: URL.... If you'll notice the textures aren't that detailed and the characters seem to have a black outline in most places, which changes as they pose differently, also the eyes aren't exactly a seperate 3d object which has been placed in the eye socket, the eyes are somehow just placed in their respective locations and animate as the characters look somewhere else.
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Aug 13, 2012
I saw a video of some guy making a texture for a 3d model in photoshop and time to time he switched to a window where he could see and manipulate the 3d model with the unfinished texture and no, he didn't save the project and apply it everytime. I was wondering if that was a plug-in or something like that.
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Jun 23, 2003
Pretty much my main downfall when it comes to working with Photoshop, is my lack-of-expierence with texturing.
For example, I'm trying to figure out how to make a gray-ish type metal texture.
Basically, are their any *general* tips to get me going, on texturing? Using the metal example?
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Apr 10, 2011
as you see in the pic, top is blue and bottom is gray.I approached this by applying texture to selected polygons.I don't want to detach the mesh.
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Feb 11, 2014
I'm working on a hobby project for a game in Unity3d. When it comes to texturing my Maya models and bringing everything into Unity, I often find myself lost in a very tedious workflow. How to organize the texturing process between different applications.Here is what I'm doing right now:Â
1. export UV snapshot from Maya and open it in Photoshop
2. use premade textures, photo reference and hand painted images in PS to build a diffuse texture
3. export as an image file and check it on the model in Maya
4. go back to PS, adjust and start building a specularity/gloss map, as well as use premade normal map textures or hand painted bump maps to create all those different maps
5. export layer groups from PS into individual texture file (diffuse, specular, normal, emission etc...)
6. assign everything in Maya and check if it looks ok (I prefer doing this in Maya, so I could change the model or UVs if needed)
7. export another set of texture maps from PS to meet the requirements of Unity (diffuse with gloss in Alpha channel ect)
8. assign and test everything in unity and make prefabs for my developer
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As you can see I spend a lot of time on exporting up to 6 versions of one texture for different purposes for Maya and for Unity. Everytime I want to change something, I have to manually go in and re-export and refresh those textures. I'm trying to use actions in Photoshop and a Mel script in Maya to make that easier, but still it's a lot of tedious work spent on just updating images.Â
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I actually started off using PSD networks in Maya. I would create my material, let Maya create a PSD file with different layer sets assigned to my shader and let it all refresh at once without having to export. That sounds like a reasonable workflow, but I stopped using it, because networks with layer sets only support flattened Photoshop data, so no layer effects and non-destructive editing from within PS. And every once in a while my PSD network would break and corrupt my PSD files, making it impossible to save them or open again.
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Jul 26, 2012
I'm working on 3d branding, so I need to be very accurate on texturing because of graphic logo and words.Although the model wasn't so complex, somehow texture him so messed, there a distortions on corners.the checker pattern isn't seem correctly on model.I've tried every method (3Ds max 2012):
1. select edges and convert them as seams, and choose the faces for making them planar, or on projection.
2. relax
3. flatten map and stitching
4. simple projection
5. uvw map paste
6. strigthen and so on.
I'm looking for result like this: URL....but I have to say that on my model, the graphic in his sides too, and not a solid color.
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Jan 16, 2013
I have a question that involves texturing multi objects for a single model.
1 - should I texture the peices first and then attach them together
or
2 - should i attach the pieces together and then texture them.
Also, once the model are attached, should I still weld the vertices and if I dont weld them, will it affect the animation when I rig the model?
Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013
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May 18, 2013
I have some textures, and i am trying to pack them into texture atlas. All of them are RGBA png's generated with PIL (Python Image Lib). I am opening all of them in gimp and copy-pasting them into their new place in texture atlas.
But i have noticed something strange, i am storing specular map in alpha channel of my diffuse textures, and emission value in alpha channel of normal textures.
The problem is, that GIMP does not copy pixels with 0 alpha value into clipboard. So, when i am trying to copy a normal map from source to atlas, and if emission value is 0, then GIMP is not copying anything, i am getting empty layer pasted into my atlas, if there are 0 alpha value pixels in diffuse map they are not copied to destination, even selection outline shows that there are no pixels in places where specular is set to 0.
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Sep 3, 2013
We do a lot of 3D texturing for models. While CS6 was doing that just fine, CC has a problem. When we paint on 3D model directly, it has a 0.5-1 second lag. That's acceptable, as it's not used much. However from CC it started to lag even when painting directly on unfolded texture. Which basically interferes with our job.
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It seems that there is no applying step anymore when switching from flat texture to 3D view and all changes are applied on 3D immediately when we paint on flat texture. Release notes say it's a 100x speed improvement, but we don't really see it. We see this behaviour on 2 computers: OS X one and Win8 one.
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So my question is - can we turn immediate change applying on 3D model off?
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Nov 2, 2011
How come my polygon have a crease from corner to corner. When i send it to mudbox it triangulates my entire model.
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Feb 13, 2012
I'm working with a SHP file that contains 56,000 polygons, but I want to export 18 of these that are relevant for my area. Is there an easy way to do this if I create a filter based on a unique data field?
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Aug 10, 2011
In Xara Xtreme it was very easy to draw multiline polygons (closed or open), because the line tool used a single click to add a new segment to the already-drawn segments. Now, using Xara Photo & Graphic Designer 7 (which supposedly is the successor to Xtreme) the tool for drawing lines works completely differently and does NOT automatically join line segments to each other.
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Feb 12, 2012
How do you merge (combine, make one, etc) 2 co-planar polygons which are part of the same Editable Poly object?
See attached.
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Jun 5, 2012
I am a Maya user who is trying to see if there is an equivalent menu item to convert a procedural texture displacement into a polygon mesh that no longer needs the texture?
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Oct 16, 2013
Problem i encountered by attaching two objects together. These problems may occur only in the viewport, haven't tried rendering or anything, but it's still pretty annoying:
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When i finished attaching the head to the body in a proper way, i mirrored that as well, and the polys don't blend in pretty well even tho i welded all points along the attach line
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I mirrored half body and all these weird shadows appeared (they disappear when i activate turbosmooth).
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All polys have same ID set and are all in the same shading group.
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Mar 3, 2013
I found a nice model on the web but i just started out so got a few questions. The standaard model exists of 1 editable mesh that i converted to editable poly.
in Editable Poly - Polygon: Material IDs, I had categorized the model in 3 diffrent groups, i want to use these 3 groups to texture the model, each group a diffrent texture.
the problem is that from the moment i assign the material to selection, I only have 2 groups left; wich is the one i just textured and the other 2 meshed in 1 group.
the problem with that is that i can only texture my model using 2 diffrent textures. How can i "save" those groups?
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Aug 17, 2012
I have modeled a banana with 220 polygons . ( I have applied subdivision surface to that).
So When I baking a texture for that , The unwrap modifier adds about 771 polygons and vertices to that and model takes about 990 polygons and will convert to a high polygon model.
So what should am I do ?
Is there any way to keep polygons count as 220 with texture applied to that ?
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Aug 30, 2012
I've a plane with a UVmap and a texture on it. The texture comes with a text. I want to see the text only on the front side, and see the plain texture on the back side. Is that possible?
Or, if there's any way to shift the position of the polygons I could simply duplicate it and apply a different material to it.
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Jun 21, 2011
I have a drawing with 2 Data Connections: 1. Census Block SHP file from the Census Bureau and 2. an SDF file I created from GPS point locations. The question: Is there a way I can query the relationship between these 2 layers and have it report which census block each point is in?Â
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Jul 16, 2013
For my job here I have a contoured map of a sand structure. I have converted that entire 2D map into a 3D map. Showing the elevation of the contours relative to the surface. I need to know how you can hatch or fill in with color the 3d polygons that are shaping the subsurface. When i try to hatch it, it works but it just pastes it at the surface at Z:0 and even if i bring that hatch down it won't form to the multidimensional polygon that i am trying to cover. Here is a pic of what I am trying to do.Â
The green / blue is the fault plane i have been able to plot as well as shade in using 3D Face, but the problem I run into for the RED contour lines is that they are arcs and when i use 3D Face it doesn't allow it to bend to conform with the arc shape.Â
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Feb 6, 2013
I'm having a problem with linking two polygons together to create a box shape
I've attached an image to show you what I mean, I'd like to connect each of the 4 vertecies on one polygon to 4 vertecies on the other to create a box
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Nov 30, 2011
I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:
First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.
Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.
I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.
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