Photoshop :: Texture OBJ File With Multiple Maps Keeps Getting Overlap / When Paint On Figure

Apr 23, 2012

Texturing an .obj file with multiple maps keeps getting overlap when I paint on the figure.
 
I am very new to 3D Painting in Photoshop but I am nominally knowledgeable of Photoshop in general for 2D work. I exported the Genesis figure from DAZ Studio into an .obj file and painted on it in Photoshop 5.5.
 
When I paint on his face, other marks show up on his torso and thigh and eyes, even. It is like all of the diffuse maps are "stacked upon one another" (though not in layers, just one one layer.)

View 4 Replies


ADVERTISEMENT

3ds Max :: How To Put Transparency Maps On Same Object As Texture Map

Mar 21, 2013

I used to know how to put transparency maps on the same object as a texture map. the biggest problem I am running into is the file format, I have been looking on line through forums and tutorials but I get conflicting results. I got one to work at one point but then it reverted to showing the alpha bmp instead of the texture. gah getting frustrated. also when I was making the alpha channel some how it gave the black/white boarder area fuzzy division. maybe I didnt make it right some how.

what file formats to use and the proper way to make an alpha map for transparency?

View 9 Replies View Related

Mudbox :: Texture Maps Won't Align To New UVW Map

Aug 21, 2012

I encountered one problem with mudbox.I have finished sculpting and texturing my high-res model, but after extracting the texture maps, I realised there are some overlapping issues in my uvw map.

so i modified the uvw map back in 3ds max, exported the model, and import the new uvw map into mudbox. Due to the modification of the uvw map, the texture maps kind of screwed up on the model as they are not aligned to the new uvw map. I figure there might be a way to store the texture map information on the model into some place, then get it to reapply onto the model after i reimport the new uvw map.

View 1 Replies View Related

3ds Max :: Hidden Line Style Doesn't Display Texture Maps In Viewport

Apr 9, 2011

It appears various people are posting things that are posted in the Readme. For Nitrous these are:

• To prevent issues with Nitrous, ensure you have the most up‐to‐date system drivers. For specific details, see the sections about 3ds Max 2012 / 3ds Max Design 2012 found at URL....
• Applying Unwrap UVW after painting in 2D with Viewport Canvas and painting on top of the Unwrap UVW can sometimes cause 2D paint to fail.
Workaround: If this occurs, apply an Edit Poly modifier on top of the Unwrap UVW modifier.
• Civil View parameters can cause a program error when modifying surface parameters.
• Object Color display will show the object’s material color when set to object color.
Workaround: Enable Use Environment Background and Display Background in the Viewport Background settings (Alt+B).
• Locking the computer can cause the viewports to stop responding in some cases.
Workaround: If this occurs, restart the program.
• Mirrored or negatively scaled objects might display face edges incorrectly.
• The Soft selection Shade Face Toggle does not always properly display the shaded faces.
• MassFX constraints can cause Dummy objects not to display in Realistic mode.
• Body Objects display tessellated/triangulated edges instead of the proper Body curves.
• Back faces display as transparent.
• Hidden Line style does not display texture maps in the viewport.
• Tone Mapper used with a Skylight set to use the mr Physical Sky environment will display a black background when enabled.
• Enable Gamma/LUT Correction does not work on stylized viewports.
• Very large textures (10K x 10K) can cause a program error. Workaround: You can control texture sizes with MAXScript:
NitrousGraphicsManager.SetTextureSizeLimit 512 true
NitrousGraphicsManager.SetBackgroundTextureSizeLimit 1024 true

Or by modifying the following keys in 3dsmax.ini:

ViewportTextureSizeLimitEnabled=1
ViewportTextureSizeLimit=512
ViewportBackgroundTextureSizeLimitEnabled=1

You need to restart 3ds Max after making these changes.-Eric

View 2 Replies View Related

Paint.NET :: Select Entire Figure So That Can Fill It Using Paint Bucket Tool?

May 19, 2013

On a new layer, I used the line and curve tools to draw the outline of a human figure. I want to fill the shape with a color. However, I can't figure out how to select the entire figure so that I can fill it using the Paint Bucket tool. How can I do that?

View 2 Replies View Related

AutoCAD Civil 3D :: Assign Mline To A Figure Style In Figure Prefix Database

Oct 29, 2013

I am using AutoCAD Civil 3D 2011.  I am wondering if there is a way to assign an mline to a figure style in the Figure Prefix Database.  Ultimately I am trying to create storm drains that have a width automatically (ex. 12" SD would come in at 12").  Right now I have a single center line that comes in and I manually offset the line to create a width or I place an mline over the center line. 

View 2 Replies View Related

AutoCAD Civil 3D :: How To Figure Multiple Volumes From Two Surfaces

Sep 26, 2013

using CIvil3D to figure volumes.  I have a very large aerial topo from a couple years ago to compare against a topographical survey I completed this year.  No problem creating surfaces. 

Question:  In the topo's, I need to get a volume from two different areas....one area being a fill area, the other being the borrow area.  Don't want any volume data throughout the rest of the site.

Do I just create one large surface for each topo and designate boundaries somehow?  Or do I need to create multiple surfaces for each topo?  If this is the case, will I need to make sure any breaklines, etc. don't cross from one area to the other?

View 3 Replies View Related

Photoshop :: Generate Some (around 6-8) Texture Files Within Original Texture File

Nov 5, 2012

For my 3D scene, I have to use a texture file on the floor. If I use the only file, than it looks really boring and below par. What I want is, I want to generate some (around 6-8) texture files within the original texture file - so the colors of all the texture files remain same but only the texture varies.Likewise there are more than 500 texture files and I just can't do them manually. Is there any way out to do this in Photoshop?

View 3 Replies View Related

Paint.NET :: Cracks On Ground Texture That Show Lava Texture

Mar 4, 2012

I have a lava texture and a ground texture. I'd like to be able to make some cracks on the ground texture that would show through the lava texture below it. Something like a cracked mud look. I would be using this for a game I'm making form some terrain textures. Are there any plugins that would aid in making these transparent cracks and perhaps even add depth to the cracks?

I guess a spider web where the spider was on crack would be something I'm looking for. Similar to the following image:

Lava Ground

View 2 Replies View Related

Paint.NET :: How To Overlap Two Images

Mar 3, 2011

I am trying to overlap two images but one is really dominating visually and is also really busy. I'd like to 'fog out' the dominating picture without losing a lot of information from it. I think making the colors less vivid would enhance the colors of the other image, but maybe there's more I can do? The images are biological and I am working on a potential scientific journal cover page, so I can't just remove things or distort to the point where it is cartoonish. I know nothing about image processing, so I feel like I'm probably complete unaware of simple methods that could do amazing things I was unaware of above and beyond just toning down contrast or saturation.

View 4 Replies View Related

Photoshop Elements :: How To Overlap Paint Strokes Without Adding Value To Previous Stokes

Dec 31, 2012

I find that as long as I do not lift the pen off the tablet I can overlap strokes without changing the value of the strokes I've already made.  However, once I lift the pen off the tablet and try to continue my work, inevitably I end up going over some of the previous strokes, and where the strokes overlap, the value of the paint doubles, creating a nasty blotchy effect.

View 1 Replies View Related

Paint.NET :: How To Get Coordinates Of Uploaded Figure

Nov 4, 2013

I want to know how you can get the coordinates of a figure that you upload in 'Paint.net' ?

View 4 Replies View Related

3ds Max :: Render To Texture / Normal Maps Don´t Render Correctly

Apr 13, 2011

The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.

The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.

View 9 Replies View Related

AutoCAD Civil 3D :: Multiple View Frames Creation With Preset Station Ranges And Overlap

Mar 1, 2012

The creation of viewframes with automatic station range at scale 1/2000 produces viewframes and sheets with ranges 0+000 - 0+738 then 0+738 - 1+456 and so on.

It is possible to creat onyl 1 viewframe with user specified station range i;e; 0+000 - 0+700. For a long alignment it involves to repeat the operation all along the alignment by ranges of 700 m. Or use the automatic range option and then make boring adjustments on viewframes and long profiles of the sheets to fit to the 700 m successive ranges we would like to draw.

Is there a possibility to produce directly multiple viewframes with a user specified station range of, say, 700 m on the entire alignment. If this is possible it would be great.

More great: would it be possible to set an overlap of 50 m for example between successive viewframes (sheets)ranges  so that we have ranges 0+000 - 0+700 then 0+650 - 1+350 then 1+300 -2+000 and so forth.

View 4 Replies View Related

Paint.NET :: Take Colored Coat Of Arms And Make It Black And White Figure?

Apr 17, 2011

Is it possible to take a colored coat of arms and make it a black and white figure?

View 2 Replies View Related

Paint.NET :: Create Normal Maps?

Oct 25, 2013

I've been using Blender a lot recently, and, not wanting to front the money to buy a Normal Map generation program or (oh dear) use GIMP of all things, I decided to try creating a Normal Map in Paint.NET.
 
What is a Normal Map, you ask? Normal Maps are images that are used in conjunction with a texture to give the texture false 'depth', allowing, say, light to shine onto the bricks in a texture while not getting into the cracks between, or making light come from a specific side.
 
The original texture:
 
The normal map:

The result:
 
Not the best, as you can clearly see.
 
How could I make improvements? Is this even practical?

View 3 Replies View Related

Paint.NET :: Making Normal Maps For Textures?

Dec 4, 2009

I like to know how do you go about making normal maps for textures

View 3 Replies View Related

Paint.NET :: Creating Height / Parallax Maps?

Apr 23, 2012

Basically I want to create a heightmap from a colormap (a game texture). Heightmaps are used by my shader to add additional detail to surfaces (see herefor a such a surface). This technique is called Relief Bump Mapping and produces pretty cool result if the shader gets a decent heightmap.

My problem is that I only have colormaps and want to create the heightmaps in Paint.Net. So far I simply played around with the contrast and and brightness of the picture, but the results are not perfect...

I uploaded some scaled down pictures which illustrate my problem a bit better:

This is my colormap texture:

If I am using my technique (changing contrasts and brightness) I don't get good results.

The red parts show the most problematic zones of the heightmaps. Since black means no height and white means height, these regions don't contain any height informations...I already thought about using a edgre filter, but the built in one doesn't seem to be very good.

View 4 Replies View Related

3ds Max :: Lighting Maps And Material Maps Intact

Feb 28, 2011

I would like to know if I can import my AutoCAD 3d file into 3DS MAX, with the lighting maps and material maps intact. This is because I am doing my thesis on AutoCAD 2011 but I would like to use 3DS Max to do a walk through video.

View 3 Replies View Related

AutoCAD Civil 3D :: Automatic Figure And Line Creation Using CSV / Text File Format Data

Jun 18, 2012

how I can go about automatic creation of figures and existing alignment (i.e. Centerline and edges) using csv/txt file data format. Currently I have to snap each line to create Centerline, edge, figures etc. a headache of work! I am using Autocad civil 3D 2012.

View 3 Replies View Related

Corel PHOTO-PAINT X5 :: Creating Bump Maps For MS Flight Simulator X

Apr 2, 2012

Ideally I would like to use the nVidia normal map filter plugin - it's for Photoshop, and although, apparently, you can use some photoshop plugins, this one does not seem to work.

First question - is there a way to use the nVidia plugin?

Next - is there a Corel way?

I have created my own greyscale heightmap images and I can export red channel for alpha. Then I flood fill the red channel black and the blue channel white and export the RGB as the colour part. Creating a dds image gives me a pseudo bumpmap

BUT

Whenever I use this kind of bumpmap I get the effect I want on the aircraft models, but for some reason, "my" bumpmaps seem to remove the polygon smoothing of the 3D models so that when I "fly" the aircraft, I actually see the polygons instead of the smotthed mdl surface.This photbucket link shows what I mean.

The left hand image shows the original bumpmap on the original model. The next image shows modified artwork on the same model. Then I have change to a "D-i-Y" bumpmap and the last two show that although the desired bumps are there, I now have the wireframe polygons visible.

View 14 Replies View Related

Photoshop :: How To Make Large Texture File From Small PNG File

Mar 8, 2013

I have been learning about Textures and I've been playing around with different ones and so I have come across a great site with lots of Texture files for download ...

[URL]......
 
Well, the files are small eg: 38x38 and 76x76 and how to create a larger image with these small images. Also, they are in .png format... if that matters.
 
From what I've read a Texture is a Pattern ... right? So, I have searched the FAQ's, the Manual etc. for things like: How to make a large Pattern, How to use a small file for a large Pattern and so forth but I can't find the right info.
 
Am I suppose to use them to create a Repeating Pattern? Can I do this and have them be seamless?

View 4 Replies View Related

Photoshop :: Paint With Gradient Or Texture

Jun 12, 2004

how to use the paintbrush to paint other than a solid color; i.e., a gradient or a texture?

View 9 Replies View Related

Paint.NET :: 3 Pictures To Put Side By Side Or Overlap Bit To Make One

Feb 24, 2011

I have 3 pictures that I would like to put sid by side or maybe overlap a bit to make one. How do I do this

View 4 Replies View Related

Softimage :: Multiple UV Selected In Texture Editor

Jan 27, 2012

Uploaded with ImageShack.us

As my screenshot. if i have 2 objects. 2 UVs, when I selected both and go into texture editor and just try to select one object's UV. I can't translate,rotate or scale. If I select both object's UV , it will move both together. Or individually will work. But it wasn't like that before. I tried restoring preference default still won't work.

View 2 Replies View Related

3ds Max Modeling :: UVW Texture Mapping With Multiple Textures?

May 30, 2013

I've unwrapped the uvs and am correcting the texture on a model. The model is essentially a building facade on a plane. The plane has a single large texture of the facade applied to it and that works fine. But I'd like to use another texture for a small area. I went to uvw unwrap> faces, and selected the area. Then I applied proj>planar map with x axis, turned off plane map and went into the UV editor and loaded up the new texture from "pick texture". The uv editor shows it fine. I make the adjustemnts and then leave the uv editor but it's not applying the nex texture in that area, instead it's applying thw whole facade to that small area.

View 1 Replies View Related

Photoshop :: How To Paint Without Destroying Target Area's Texture

Mar 21, 2012

have been trying to change the color of some skin, by painting with mode in Color and opacity 50%. the problem is that along with the new color, the old texture is replaced! I am using just a brush and sampling very frequently.

View 10 Replies View Related

Maya Modeling :: Paint A Texture Map In Detail With Photoshop?

Jul 20, 2011

I am trying to paint a texture map in detail with Photoshop. the uv map is not ready, or it appears not to be.How do I separate/unwrap these uv's for easy texturing in Photoshop.

View 7 Replies View Related

AutoDesk Smoke :: Importing Huge Maps To Create Pan And Zooms - Max File Resolution

Mar 1, 2013

I have this HUGE maps I have to import to create pan and zooms. The file is a PNG with a resolution of 25000 x 16400px. Smoke doesn't play nice when I import this dil. It's all black and won't render. If there a max file resolution in Smoke? Or is it a problem with PNG files? (I tried with PSD adn it did the same).

View 3 Replies View Related

Paint.NET :: Using One Pic As Texture For Shape?

May 3, 2013

I want to cover this picture (shape):    
 
with the rusty metal texture that is this picture:  

View 5 Replies View Related

Paint.NET :: Add Texture But Keep Colors?

Aug 2, 2011

What i would like to do is add a background texture to an image that already has color without the texture pictures color taking over, how can this be done?

I am using an apply texture plugin, but once again it applies the texture and the color of the picture , all i want is the texture.

View 3 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved