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Recder selected to texture
show user profile  topofsteel
I had been taking a screenshot of a site plan, cropping and resizing it, and using it as a mask for splat maps in a game engine. But this project is a lot more complicated, I have quite a few tiles and they are rotated.

How can I set up a cameras for each tile to generate 1024x1024 textures of each? Thanks.
read 378 times
5/8/2015 11:01:48 AM (last edit: 5/8/2015 11:01:48 AM)
show user profile  herfst1
Confused. Screenshot please.
read 376 times
5/8/2015 11:14:05 AM (last edit: 5/8/2015 11:14:05 AM)
show user profile  Garp
If I understand correctly what you want, this is done through texture mapping and render-to-texture.

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5/8/2015 11:36:24 AM (last edit: 5/8/2015 11:36:24 AM)
show user profile  topofsteel
Hey, sorry, just getting back here. I'm not sure about render-to-texture. I only need a portion of the mesh. I'm creating masks to apply materials to specific portions of the terrain. The pest i've been able to do is create a gigantic image of the whole terrain and cut it up in photoshop. I cant seem to dial in an exact 1024 area with the camera. In the image, I would like to be able to set up a number of cameras to capture 4 of the red squares.

read 334 times
5/11/2015 11:36:15 AM (last edit: 5/11/2015 11:36:15 AM)
show user profile  Garp
Now that I see want you want, I confirm: render-to-texture.
Map the tile such that its UVs fit the UV square, set your render settings (elements, size, output file) and render. Read the doc for the details.
The way you're trying to do it is like counting the cows in a field by counting all the legs and dividing by 4.

read 328 times
5/11/2015 12:54:13 PM (last edit: 5/11/2015 12:54:13 PM)
show user profile  topofsteel
Ha, yea, thats how I do everything! Thanks.
read 302 times
5/12/2015 12:10:00 PM (last edit: 5/12/2015 12:10:00 PM)
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