PinkyandBrains Beginners guide
-
as I walk deeper I wonder if "there is a major issue with textures unwrap and mapping… maybe I’m wrong… will try instead of textures as materials (diffuse bitmap), palette or white but still mapping is fubared and must be broken to 3 or more sets like 5 to 10 dds files for the skin. Now this means allot of grouping and not only… they must be attached cause else it gives u separate texture files… I read something about multiple map channels… will that work with lod export plugin? are there any other limitations from this tool? "
Also LodEditor gives me S-[1572] Texture mapping is zeroes or bad… any thoughts?
Edit well nope on the multiple map channels
-
Check pm.
-
I didn’t quite fully understand your problem but I think you want to be using multi/sub materials. These allow you to create a material that you can apply to an object but that material contains many sub material. You can select which of the sub materials you apply to a surface by setting the material ID property for a face.
Regards
Dave -
As u see a building block there are pave way roads parks paveway wall (the space from road and pave way level). Office walls house walls about 10 for each than roofs for offices and houses about 5 to 10 for each.
All those could be 50 or more textures. -
As u see a building block there are pave way roads parks paveway wall (the space from road and pave way level). Office walls house walls about 10 for each than roofs for offices and houses about 5 to 10 for each.
All those could be 50 or more textures.So the problem is the number of textures?
Regards
Dave -
So the problem is the number of textures?
Regards
Davewell not exactly…
group 1:
easy no problem with it…
but this group:
is the texture mapping hell…
-
Please excuse my dumb questions but I still don’t understand what the problem you are having is.
Yes it looks like there is a lot of texturing to do but then it is a big model.
Regards
Dave -
Please excuse my dumb questions but I still don’t understand what the problem you are having is.
Yes it looks like there is a lot of texturing to do but then it is a big model.
Regards
Daveok on the second image when I say unwrap uvw’s the map I get is fubared… how do I do it? I have to separate them to groups? and than unwrap them… like select polygons and from Polygon: Material ID’s assign ID’s that would short out the map? and than every ID will result to one dds file and a total of 5 dds files will have the textures for the whole block we see?
I also am with 2012 version maybe 2013 is better on the area?
-
Are you expecting it to be mapped for you?
Is that an option in the plugin you are using?
If the mapping is not correct you may be having to manually do the mapping.
TBH I don’t see anything wrong here, just a lot of work but I may not be understanding the problem.
Regards
Dave -
Sorry to butt in , but after watching introduction to Ghost city I see that it has material library which needs to be provided with textures to be assigned onto already mapped 3D which the tool provides. Those mapping coordinates are good until the model is exported to 3dSmax. Is this the case? Now … when the model is exported to LOD format - are those mapping coordinates carried over? Perhaps not, unless this is automatic process in 3ds->LOD plugin.
-
If you map a model in 3DS it will export those mappings. If the mappings come from another piece of software and show up in 3DS then there should be no difference.
Regards
Dave -
It’s not another software it’s a 3ds Plugin. textures are not standard ones that the 3ds has inside. after I attach the objects together in materials I see Multi/Sub-Object Materials.
Waveydave my problem is that when I do the unwrap uvw’s the map is showing overlapping areas so the render to texture is fubared. So than I cant apply it as one or 2 materials to the object thus to have the final dds of the whole model.
I hope this is clear now.
To get it the plugin doesn’t do anything with the uvw’s map… right? So we have to make them.
Also the lodeditor gives me the map error… So I have to straighten out the map first… right?
How many textures can there be per model? is there a limitation?Also if u could give me some more info to ask the creator of the GhostTown Plugin to help on the subject.
Like some specs that the model must have… -
Looking at their website the textures are procedurally created.
Looks like you might have to manually texture map the buildings.
Regards
Dave -
Looking at their website the textures are procedurally created.
Looks like you might have to manually texture map the buildings.
Regards
Daveas I see it more and more I think this is the case… this will be easy by using 5 textures for walls and 2-3 for roof 1 for road and 1-2 for parks. Is there a limitation on how many textures a lod can have??
But still the problem with the UV map remains…
we have to declare the map to the model… right? so we have to unwrap uvw’s?
and at the render to texture we choose difuse… right?
-
as I see it more and more I think this is the case… this will be easy by using 5 textures for walls and 2-3 for roof 1 for road and 1-2 for parks. Is there a limitation on how many textures a lod can have??
Not sure about a texture limit, probably technically quite large, but practically a lot smaller.
You can tile textures by making the mapping 2x, 4x, Xx larger than the texture but the texture has to be seamless and repeating. If you do this use smaller textures.
But still the problem with the UV map remains…
If by problem you mean you now have to manually texture map the buildings then yes.
we have to declare the map to the model… right? so we have to unwrap uvw’s?
Yes, just use the unwrap UVW modifier.
and at the render to texture we choose diffuse… right?
This step isn’t required.
Regards
Dave -
This step isn’t required.
Regards
Davewhy not? when I render to texture I must name the textures like 8100.dds and then after done all the unwrap I will have to apply materials to the objects only this time I have to apply the dds ones. Else my 3d object will be skin less or transparent when imported to Falcon right?
-
What are you rendering to the texture?
Normally I would set up the material in the material editor and assign it to an object there.
Regards
Dave -
Here is my model.
http://www.mediafire.com/download.php?8ljf45sxdaai2lq
Please please please take a look at it.
Maybe it will tell u more than I can. Also one of my errors??? was that I was attaching the objects like to group them or I was thinking that this would help to unwrap UVW’s but now I’m watching a tutorial that is on the subject maybe I shouldn’t attach them…Pumpy already opened my eyes… maybe u will close them back and finish for starters… I’m sure I will bust your balls again…
thanx in advance…
-
Ok I kinda understood what should I do… I just parked each objects at the uveditor and scaled and packed them… I have them now all around the final tiled area of the uv editor…
Now the problem is that the town is scaled so down that the textures are so small that the only think u see is the color… so the walls that at the start have windows and balconies and others… Now it’s just a color… So I have to attach them in a way that the final texture dds will be enough to display correctly?Mainly cause those are just pictures…
Or am I doing something wrong again?
-
You need to be reusing the textures. For example if you have a brick building then all four walls should use the same brick part of the texture. If you have another brick building then that building also will use the same part of the texture.
You will not be able to have each building with a unique texture (whether part of the same texture file or spread over many files).
If you use repeating tiled textures you can get better results but the textures need to repeat i.e. if you place 9 textures together you wouldn’t be able to tell where the seam is.
Regards
Dave