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I still cant get the multiple texture ID thing to work...I NEED help!
show user profile  ShurikenUK
For quite a while now I've been stuck in a bit of a rut when it comes to texturing my models. Basically I've reached the stage where I want/need to move on from just using 1 single UV map for my models. The models are simply getting too big to be covered with 1 UV map. I'm frequently finding myself pressed for space when it comes to adding islands into the UV map, and I need to incorporate more of them so I can get big models that are still very highly detailed, instead of all blurry, and basically crap looking.

Just last night I started to recreate one of my old drawings of a shootout in a nightclub. I've modelled out the pole-dancers podiums quite easily, but again, to achieve the affect I wanted, I would've needed to use 2 UV maps. One for the shiny & reflective pole, the other for the rest of the model (zebra print & deep purple sparkly plastic). Because of Max's refusal to do what its supposed to in terms of material ID's though, I've had to stick with 1 UV map, which makes the pole look like its made of plastic, or a non reflective metal. I also modelled out one of the mini-bars, going with the zebra print theme, but this model needs even MORE space for detail, because its much larger. This little project is supposed to go alongside the collection of futuristic buildings I've been modelling, but these buildings are HUGE. They make the tallest building in the US look like a bungalow, so using 1 UV map for any of these is COMPLETELY out of the question. The detail would be SO low that you wouldn't even be able to tell what each of the surfaces was. To get even a medium amount of detail on those buildings, I would need atleast 5 UV maps, at the very LEAST, but more likely 10 UV maps (each assigned to a different material ID).

The main problem that Max is giving me, is that it keeps messing up the "Mat ID's" every time I start making new ones. Say I had a cross made of a box with 4 of its faces extruded. If I highlighted each of these extruded boxes and tried to give them their own ID, things would instantly start going wrong. I'd get ID 1 sorted, but then when I go to create ID 2, it will either combine "ID-1" with it, for no reason, or just delete ID 1 entirely. Even worse, it seems once the material ID's have succesfully messed themselves up, they cant be cleared and you cant start again, so basically you've f*cked up your whole model just because of some stupidly unpredictable and temperemental way of handling different material ID's.

I've tried to follow tutorials, to the T, but Max just seems to have a mind of its own when it comes to handling multiple material ID's. Can anybody help me out here, I'd really appreciate it!

read 359 times
12/4/2011 6:48:58 PM (last edit: 12/4/2011 6:48:58 PM)
show user profile  Mr_Stabby
im not sure what it is but you're doing something terribly wrong, to ID an object first select all faces, assign ID 1, then select bunch other faces assign ID 2, on and on until you got what you need.. nothing difficult about it.

Secondly is there any particular reason you need to have multiple different materials in one object? why not just separate the object? Easier to work with anyway.

read 354 times
12/4/2011 6:59:17 PM (last edit: 12/4/2011 6:59:17 PM)
show user profile  ShurikenUK
Yep, thats exactly what I'm doing lol! Selecting faces, then typing "1, 2, 3" and so forth into the "Set ID" thing. However, when I use the "Select ID" button to switch between the different ID's, I notice that some of the ID's have merged with eachother, and some of the ID's have vanished. I dont get it, its supposed to be so easy lol.

I've not been seperating the objects for a few reasons. Firstly, I dont even know how lol. Also, I want to just be able to place them into my scene/game in UDK without having to reconstruct them out of a number of different parts. Final reason, is that some of these models would be very difficult to seperate into segments, because of their shapes (ESPECIALLY the futuristic buildings).

Another thing, is that I didn't want any of my buildings to look modular. By that I mean I didn't want my buildings to look like they were all made from the same set of building blocks. A lot of games do this modular thing, but I think it makes everything look the same. Oblivion does it, along with a lot of other free-roaming games. I want all my buildings to look unique. Your only going to find one instance of any given building in my map. I dont want any repetition, so people cant say "Ay up, he used the same set of walls for 6 buildings", or "all these interiors look identical" (Fallout 3 & Oblivion suffered HEAVILY from everything looking identical, especially interiors) .

Heres a couple of pictures of the models I'm trying to get seperate ID's on, then seperate UV's:-

This is the unfinished drawing from about 7 years ago, that I'm trying to recreate:

Here is the pole (modified the shape to be less boring):

This is the mini-bar (I haven't been able to texture it due to the limitations of using only 1 UV):

For the mini-bar, I wanted to seperate the exterior and interior sections into different UV maps, so I could cram in as much detail as I want, instead of having to squeeze it all into one map. I wanted to interior to have a lot of detail, like signs & placqards with text you can actually read, among other things like very hi-resolution textures.

For the pole, the reason I wanted to have 2 maps wasn't so I could maximise detail, but so I could have the pole as a seperate material and assign a reflection map to it in UDK, like a simple cubemap or something. I also wanted to have little lights around the top rim, that would've been a 3rd material/UV map, and then I'd assign that to an emissive channel in UDK so they gave off light.

I just dont know to go about any of this though. Either that, or its not working the way it should.
read 345 times
12/4/2011 8:35:34 PM (last edit: 12/4/2011 8:35:34 PM)
show user profile  Mr_Stabby
another question would be whether udk even supports multi id materials, afaik all the mesh objects that max can export lose their ID's

read 330 times
12/5/2011 12:01:53 AM (last edit: 12/5/2011 12:01:53 AM)
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