Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: AlchemistiD on December 28, 2007, 02:42:05 am
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I've been working on a few things, trying to get textures to work, ect. Everytime I try to export a component into .mod, the textures are all wrong.
I was wondering if someone could take a look, tell me what's going on with it, or what I'm doing wrong.
The .max (Bridgemark2.max) file and all placeholder textures are enclosed.
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Sorry, but i crashes max evertime i try to load the model, how do you mean all wrong? as in all over the place or what?
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*sigh* First the textures won't work, now it crashes people's apps. The thing's almost cursed.
The first two are from the bridgemark2.max mesh included in the zip above, with the placeholder textures and lightmaps properly set and behaving themselves.
The second two are from the bridgemark2.mod in my /desktop/3D projects folder, showing what happens after the .max is exported to SFC. I've imported the .mod and re-unwrapUVW-ed, but after export nothings different...or sane.
HALP
::EDIT::
Almost forgot to mention, I'm using an old copy of 3DS Max 5.
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Is this a Klink version ?
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No, its a Feddie bridge.
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Might be a silly question, but did you UVM map the textures before you unwrap UVM them? They look unmapped to me.
I know everyone has a different way of doing these things, but I usually detach faces before mapping or unwrapping. This mesh is all one unit.
If what you have here is how you have always done things and it has worked before, then I'm puzzled too ... but then it is way different than the way I paint them.
Don't know if that helps any, but I tried ...
JM.
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Is this a detached model each color peice named object1 2 3 ect? Make sure that you select the object you have detached not the orignal bridge, things can go all weird when non detached peices get maped then exported to .mod. Also check your texture size make sure its the right size odd sized textures wont show up.