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Render to Texture problems
show user profile  -XM-
Hey guys, first off.... I'm a programmer.... never been much of an artist so bare with me here when I try to explain what's going on!

I've been trying to get some ship models textured, I've got them colored in 3DS Max the way I want them and I've been wanting to render one texture that I can then re apply and use in my game engine.

I've been trying to make a diffuse map using the Render to Texture function.... but I'm having two problems. 1) It renders a ton of textures, one for each object on the model... I'd like to fix this somehow if it is an easy fix. 2) When I drag the outputted texture back on to the appropriate model part the colors are all messed up. Nothing is going where it should go.

Any help would really be appreciated, thanks a lot for your time guys!
read 1056 times
6/6/2011 11:32:53 PM (last edit: 6/6/2011 11:32:53 PM)
show user profile  paulw
obviously its hard to see what your model is and i have no idea what level you are at with max etc.

theircould be a few problems here, is hard to tell from words but...

i think you are tring to bake a texture from lots of different models that intersect each other, this wont work you will need to split up the model and project the parts so that the cages dont intersect and then re assemble your low res cage once its done.

if i am wrong and its all one solid mesh then see below...

question 2

1) you have not unwraped your low res mesh when projecting your texture to one Diffuse texture.
this you will need to do.

2) you have unwrapped your lowres mesh, but the UV's are over lapping and when you bake them you will get all kind of weird results in your projected texture

3) your cage is intersecting the model you are tiring to bake. if this is happening you will see red missed rays when you bake.

hope this helps, it is hard to "guess" how you have made your mesh or your low res version..try and upload a picture

read 1041 times
6/7/2011 12:49:22 AM (last edit: 6/7/2011 1:00:41 AM)
show user profile  Dave
1) Easiest fix is just to attach your objects together. You can detach them afterwards... but if you want one texture for multiple objects on a bake, then it will at some point need to be just 1 object. (unless you want to mind-numbingly combine all the texture sheets afterwards)

Each of those objects will have their own UV space defined (either by you, or as an option to auto-unwrap). So when you detach them afterwards, they will still retain that UV information, thus the same texture can be applied to all.

2) Sounds like you're baking on a different channel to the one you want / you're putting the texture onto a different channel than that which is being baked. As you would expect, the default channel is 1 (yes, 1... not 0!)... so you will need to make the render to texture dialogue to use that channel.

"I flew over Egypt once"

read 1033 times
6/7/2011 1:01:16 AM (last edit: 6/7/2011 1:03:18 AM)
show user profile  -XM-
Thanks for the replies guys.


Here is an example of what's going on. The first image is how I've got it looking in 3DS... the second is how it looks after applying the output texture:

I was told some of the models I'm working on have "horrible unwrapping"... I guess that means the UVs overlap? What exactly causes this and what is the fix? I've done some googling, but kind of need a human to human response here haha.

I have not done any type of manual unwrapping.... as I was under the impression 3DS did this automatically with the render to texture function. Is there some type of additional unwrapping that might be needed, or does the auto unwrap here usually do the trick?


Is attaching all of the objects the same as grouping them? Or will I need to do some type of complex vertex welding? I tried grouping my objects earlier but got the same result...

Ok, so in the render to texture set up I need to make sure all channels are set to 1? I'll see what I can do with this.... it's hard for me to remember that the normal human being starts counting at 1 hehe.
read 1022 times
6/7/2011 1:35:18 AM (last edit: 6/7/2011 1:35:18 AM)
show user profile  Dave
Groups are... (in my opinion), worth avoiding at all costs. When I say attach, I literally mean just hitting the attach button on the Edit Poly/Mesh rollout and selecting everything you want to be the same mesh. You do not need to do any welding.

After the attach, you'll have one object with multiple elements. This is good for you, as you can select by element to detach them again. (Although... is it worth us discussing why you're exporting multiple objects that make up one model?)

As for your UV's... if you're planning to do some work to the texture after the bake then you'll probably want to learn a bit about unwrapping. Otherwise... an auto-unwrap will work for you just fine. (on the correct channel!)

"I flew over Egypt once"

read 1011 times
6/7/2011 12:09:00 PM (last edit: 6/7/2011 12:09:00 PM)
show user profile  -XM-
Dave, thank you so much!!!!!!!!

Got everything working great, really appreciate the help.
read 994 times
6/7/2011 5:14:53 PM (last edit: 6/7/2011 5:14:53 PM)
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