PinkyandBrains Beginners guide
-
Ok guys and since Wavey Dave mentioned packing buildings textures in one texture and pack and damaged also… This is about FBB project.
So the problem.
With what I know I bring the city (or part of it) to 3ds. The uv’s are there. but when I create the dds texture the areas are way small and they look terrible as of resolution. what is needed is to overlap the areas of the same texture usage in uv editor.
The source model uses multi sub materials… which looks just great.
Now as I searched and read 3ds max can’t pack them (overlap the areas of the same multi sub material) for those files and uv’s so to save space and have better resolution.One way that I thought was to manually first narrow down the source images - multi sub materials and then in uv editor work on the material ID and one by one overlap them. Then to the next material Id and so on and group them and then park them all together to the correct area.
I could use the Id’s from the object to select them before going to uv editor.
Right?
Is there any other way? any plugin that might help or a script that could taken your attention on the subject, or maybe some settings that could help on the process?
thanx in advance.
Edit: in the previous procedure i have to work on different map channels on the uvw unwrap modifier then group them in the uvw map editor then back and move the map channels back to channel one and then create the texture? would this work?
I’ve seen the projection modifier but tutorials say it’s for normal map only… could be used to do what I want?
Nove how did u produced the textures for your city?
-
AFAIK multi sub material in 3dsmax is not supported by the exporter or Falcon at all.
IMHO you’ll have to create a texture which goes to the diffuse color slot,
assign it to your model(s) and re-adjust (or redo) the uvw mapping.I bet nove is using the normal workflow.
create model, create a texture and uvw texmap it.Cheers,
LS -
well ok I get it I create a big texture and then by mat id I move the uv’s accordingly. bit tricky. Hope that grouping uv’s will help also there will be a big problem with image texture area…
Somewhere I saw a tutorial for uv mapping offset… hmmm -
Like I said, multi sub material is not supported and so are material IDs.
Get rid of it and re-texmap/texture your buildings manually.
Cheers,
LS -
Never knew how to make them…
Don’t know the how it works and to be done in 3ds but today I got that and I liked it…And this with alpha:
Not final just a first draft… on my 3ds endeavors
-
hmmm multimaterials to one texture the easy way:
Works like a charm…
Some times the easiest way is the best for complex problems…
This is step one…
The next is making also the damaged and destroyed to the same map - texture.
With the move from one channel to the other (say from chan 2 to chan 1) it completely overwrites it or adds to it? how to merge those 2 or copy paste current pack them and then do changes for the damaged and destroyed.
Edit: but it would be of great help if there could be some fbx or obj support and just drop the materials and be done with it.
This way overlapping map areas is not doable thus for large objects might be useful…
Any one any thoughts on this? -
I’m not entirely sure what is being discussed here but the exporter will export multi/sub object materials. Just make sure that the sub material is setup correctly (eg. file name nnnn.dds etc)
Regards
Dave -
Thanx Wavey Dave…
hmmm this adds new parameters to the procedure.
Needs more testing.
this could be even easier then I thought…
-
How about Offset UVs? Does it work?
-
If you mean placing the UV coordinates outside of the 0-1 range then yes.
It is also possible to enlarge the UV mapped area much larger than the texture to make the texture repeat.
Regards
Dave -
Man u r killing me here…
Very very much thank u for the info I love u… but if I had that info from the very beginning I believe I would be in full production by now.
Sure not your fault… please don’t misunderstand my writing… I couldn’t ask the correct question as I didn’t knew… after what? one year+ let’s hope the solution is found.
Now I have to just use square dds specs textures as my materials library and test it…
This means everything is ready and just needs the conversion of the files to dds and assign them in 3ds and then export…
Looks way easy to be true…
damn I must finish quickly those RT textures…
-
No worries.
I couldn’t ask the correct question as I didn’t knew
Often the case.
PS. I don’t read all threads on the forum so if you bury a question in a thread regarding the exporter or modelling in general I will usually miss it.
Regards
Dave -
Yes Master.
I got it already, one of the reasons I post here.
Q: How can I suck your brain Falcon - 3ds MAX wise? :lol:
Surely I believe if u spent time on creating tutorials more things would be done in Falcon. And I don’t speak general 3ds but how to extensively suck the potential of the exporter.
I’m sure that only a few new about the UV offset.
Also found this that might be helpful: http://www.shawnolson.net/a/1819/material_merger.html
Real Q now: I read somewhere about texture ATLAS can this also be used? do u know anything about it? http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator
-
I’m Solidworks user, and is there any method to involve modeling of BMS object??
I want to find LOD file generating method by using other 3d modeling tools especially using Solidworks
-
I’m Solidworks user, and is there any method to involve modeling of BMS object??
I want to find LOD file generating method by using other 3d modeling tools especially using Solidworks
I am not aware of any plugins for Solidworks that produce models in Falcons LOD format.
You could build the model in Solidworks or any other modelling program then import it into 3DS Max to complete the process.
The only other option is to save your model as a .3ds file and use LODEditor to import it. This if fine for features (e.g. buildings) as they don’t have any animation but almost everything else does. You can do the animation in LODEditor but it isn’t easy.
Regards
Dave -
Just a heads up…
http://www.the-blueprints.com/blueprints/
this site has a vast library of blueprints and vectors though u have to pay for vectors… but blue prints are free and ok and if they are clean or cleaned, with Corel Draw u can convert them to vector in a snap and then save it as dwg (AutoCAD) and then Import it in 3ds… way better for 3ds designers then a plane with a photo of a blueprint in it.
-
Hmm teraforming :
-
This is more realistic thing:
https://sites.google.com/site/raxterbaxter/projects/current-projects/streaming-osm-terrain-unity-packageOr this:
-
WOW… repvez this is great and way fast… then u just export to 3ds and you r done or there is a trick?
Also do you hapen to know if with this u can create square tiles to use them in Falcon terrain? does it split the images in square? as I see it creates an assets folder and puts them there. Have u used it?
-
Unfortunately, I can’t use it. I just found it on the internet , because i would like make a realistic environment for my 3d model.
But It would be good if someone can use it for Falcon terrain and the height map too.
I think it is tileable .You should try out it. If it works when It would be done under couple day the whole theatre.
if It can be useful, the BMS should be the most realistic flight sim ever
http://soulssaga.deviantart.com/journal/TERRAIN-COMPOSER-WORLD-COMPOSER-UNITY-EXTENSIONS-396485262