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Projection modifier to generate a diffuse texture = not perfect
show user profile  ap-projects
Hi everyone!

To be honest, I am bad at unwrapping models and paint them. I have a low poly F1 car, I want to texture it finally. But placing the logos, painting some decorative lines on the car is difficult a little bit in case of a messy UV map if I can't paint on the model directly.
Here is the example:http://e0.365dm.com/14/01/660x350/Ferrari-F14-T-1_3072385.jpg?20140125140357

So I thought about using projection modifier. Making a copy of the chassis, cut those lines into the chassis, use a white and black material instead of one painted texture and using render to texture, make one texture from them, also automatically generate UV coordinates. Thankfully, my plan worked! But not perfectly. I have some ray misses (very rare and easy to fix manually), but the bigger problem came with my first logo. I cloned some faces of the chassis and place the logo on it. I unwrapped it, so the logo is at the right place. I applied a minimal push to the logo mesh to avoid z-fighting and precision issues. It worked well. But the logo is a transparent tga, and when I render to texture, I lose transparency. Or to be more accurate, I think I have the transparency, but I lose the chassis behind it. It's pure black and if I check the alpha channel, that place is also black. Maybe it sounds like a weird decision to texture a model like this, but I feel like I have more freedom with this and it's easier to make it accurate. Basically it's like I place some decals on the model. I like this way, but the transparency issue is a huge problem.


Pictures below:

EDIT:
Mental Ray renderer fixes the transparency problem! But using Mental Ray causes LOTS of ray misses and make the texture almost useless. Scanline renderer does a way better job, it makes it almost perfect except the transparency issue.





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read 362 times
8/31/2014 11:13:41 PM (last edit: 8/31/2014 11:54:29 PM)
show user profile  herfst1
Use planar unwrapping from side and top on UV channel 2. Then use photoshop to place some photos of your Ferrari on. Bake the channel 2 onto channel 1. Now you have a good guide for getting the lines and logos in the correct place.

As for the rest of the process... uh, work on your unwrapping for channel 1, dividing it up into logical islands where logos aren't split up.
read 318 times
9/3/2014 12:10:06 PM (last edit: 9/3/2014 12:10:06 PM)
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