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kieranbelkus
26-05-2005, 02:58 AM
Hey,

Im using 3d studio max 6.0; the problem that i have is;

I have modeled my level, and i need to export it to one texture map so that is loads faster in the game environment, becuase i have used 3ds max's top and bottom material to create a desired blend effect i need to <b> bake the texture </b>

i baked the texture to source, then used "get" to get the material (as a .jpg map) and then it rests in the material editor. I then applied that map to the object.

When i make a render (even when removing the light sources) it has worked.. shadows are there and the colouring is correct. However when i export and load into a program, the texture map of the baked texture is applied to the mesh, however... its been tiled and you can see like 100 maps all over the surface of the mesh :/

Can anyone help me, as to why this could be happening? Am i baking my texture wrong?

Thank you very much for your time.
Kieran

ronnyhen
26-05-2005, 02:40 PM
I've got exactly the same problem here! Using max 7 btw

I've made a hangar model for a simple school project. The model has to be imported into java to create a simple 3d-environment.

I've baked the texture and applied it again and everything renders perfect. I then converted the whole model to edit-mesh and then exported it to a 3ds-file (with the conserve texture coordinates option ON) and everything seems ok.
I now import the 3ds-file back into max en try to render and the texture map is just tiled over the object instead..

any help would be wonderfull!

kieranbelkus
26-05-2005, 05:03 PM
ok, ive sorted the problem.

I sat up till 04.00am this morning with my team working this out.

ok, heres what to do.


Make the model, render the texture out to source. So the texture is now on the model.

go into the material editor and "Get" material from source and select the model that you have just baked the texture to.

Now, go into the automatic unwrap uv modifier that is now applied to your model, and edit the uvs. In the uvs screen, save the uvs.

So now, basicaly in your folder, you should have the max file, uv co-ords file and the rendered out texture.

Next, export the mesh to .3ds (.b3d has problems) and then save the max file, and reset. then import the 3ds file and add a unwrap uv to it, go into edit and load in the uv file that you saved out. Load in the background image of the texture you just rendered out.

Go into the material editor and take an empty sample sphere and in the diffuse slot load up the rendered texture.

Apply it to you mesh, and export to .3ds again. Thats it!

Note: B3d has problems with this.

kieranbelkus
26-05-2005, 05:03 PM
forgot to mention if you have any problems or done understand, emial me, kieranbelkus@gmail.com. Ill help you sort it out.


good luck

Kieran

ronnyhen
27-05-2005, 03:23 AM
hmm i tried the procedure you wrote up here, but it seems that when i import the 3ds file and add an unwrap uvw modifier on it, it seems like my mesh changed in some way. The uvw seams run in total different areas and i can't load the saved uvw-file. it just doesn't do anything..

i've tried exporting without collapsing the stack as Epoly and Emesh, collapsing it at Epoly and Emesh. nothing helps..

kieranbelkus
28-05-2005, 04:24 AM
Ok, well ive sorted your mesh, and emialed it to you. It should work now. If it doesnt still, send it back, ill have a look again.