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Texture seams - render to texture problems
show user profile  release2
Been trying very hard to follow tutorials on removing texture seams. I've tried three, one was this one:
and the problem was when it came to the part where he edited the UVs on his second (map 2) map, his model's polygons were already aligned neatly for editing, mine, were reset to "default" (jumbled mess). Kind of confused me.

Next one was the one on Gama Sutra, and I think the problem with that one was when he selected the problem area (shoulder), with Edit Poly, then opened the UVs for them - his were already separated? Mine were still connected to the model, in I believe another mess of polygons.

Now, the one that I can get the farthest on is this one:

Again, I ran into the problem from the first one. Look at his fifth image - it shows the "problem area" of his model that he's trying to fix, but it's isolated - the rest of the model is nowhere? When I add the 2nd uvw unwrap, and select my problem area polys, then hit Edit UVs... the whole model is shown, in a big mess. I have to Detach Edge Verts, move the rest of the model aside, then manually flatten the part I want. So that's what I've been doing, although they don't explain it, I guess that's what I'm supposed to be doing?

I tried each tut several times and always have the same result/ get stuck at the same part...

Anyways, if someone could tell me what I've done wrong in those that'd be cool, but there's another problem I'm having with the "render to texture". I have "Lighting" and "Shadows" off, in render to texture, but, it still renders the polygons with shading!!! If I Clear All of my smoothing groups, it's VERY noticeable, because each polygon has a slightly different shade. If I use smoothing groups, it looks -better-, but it STILL adds shadows/shading, which isn't good, right? Shouldn't it be rendering my texture with no shading at all, as if I've chosen the "Flat" view type in Perspective? (it just shows the solid textures, with no shading or lighting, just the textures at full brightness)

Here is the whole texture, using render to texture, with no smoothing groups:

And with smoothing groups.. it's better, but look at the black shadows that run down the pants:

Now look at the original texture - no shadows:

(texture is not quite done btw)

Again I unchecked both Shadows and Lighting in the render to texture dialog.. :\ if anyone can explain how to render to texture with no lighting that'd be great. Also maybe why I kept getting jumbled messes when opening the UV windows when following the tuts, when the tuts always have clean, isolated areas? Thanks a lot
read 923 times
4/21/2008 8:43:39 AM (last edit: 4/21/2008 8:47:19 AM)
show user profile  mrgrotey
you're supposed to (well i do and it works) just render out just eh diffuse map not a complete map, this shouldnt include any lighting or shadows, just the colour.

Removing seams is very easy....

Select polygons on either side of the seam,

Map/unwrap them together using mapping channel 2 so they lay flat,

Use 'render to texure' using existing channel 2 to make a diffuse pass

Paint away the seams in photoshop (or whateveer program you use)

Add the new texture in a new material making sure the diffuse slot is using mapping channel 2 to match the new coords

Apply the new material to the mesh

Use render to texture again, to make another diffuse map (using existing channel 1 this time)

Overlay the new diffuse texture onto the original one (with the seams) and remove the parts that dont apply to the problem area.

Add reapply the original texture with the new seamless texture.

What you must take note of is that the preview texture that renders in front of you when you use 'render to texture' is not the one you should be saving and taking into photoshop, this renders a 'complete map' regardless of whatever map type you have chosen. You must only use the saved file that gets saved in the directory shown at the top of the render to texture dialogue

read 912 times
4/21/2008 9:07:36 AM (last edit: 4/21/2008 9:09:46 AM)
show user profile  release2
Awesome, yes I was looking at the preview renders. I opened the saved file and the shadows are no longer rendered :)

Now, I uh.. heh. There's another problem that happens to me and it's at this part "Map/unwrap them together using mapping channel 2 so they lay flat," It doesn't want to let me render the chosen area (the polys I've selected that have the seam), to render by themselves. Right now, they are rendering, but then I also get a bunch of pulled triangles everywhere rendered all over too... Happens both in the preview, and in the saved file :(

I'll tell you exactly what I'm doing to attempt to isolate a problem area/seam polys, can you tell me what I'm doing wrong?

1- First, my model is just "Editable Poly" in the modifier panel. There used to be a map channel 1 unwrap uvw, but I collapsed it for simplicity
2- I add an Edit Poly modifier, go to "Face" in this, and select a little problem area that I want to work on (about 10 polys).
3- I add a UVW Mapping with the polys still selected, and set this modifier to map channel 2, and I leave it as Planar, and hit View Align and Fit.
4- I add an Unwrap UVW with the polys still selected, set the channel to 2 also, and go to Edit UVs. From here, it looks fine. All I see is the selected, isolated problem area. But when I render to texture, it renders the problem area, AS WELL AS the rest of the model's jumbled up polygons.

I tried doing render to texture from step 3 also, and the same thing happens... there must be one step I'm missing or something? I think it might be something "dumb" that the tutorials already assume I know how to do.. can you help me?
read 884 times
4/21/2008 12:30:24 PM (last edit: 4/21/2008 12:33:53 PM)
show user profile  release2
can someone please tell me what I've done wrong? (step by step in above post)

whenever I use render to texture, it renders out my selected area in the correct shape PLUS the rest of my model in jumbled/pulled vertices, which ruins it, even though I isolated an area and set only that area to map 2 (and only told it render map 2). I'll post step by step pics of what I'm doing if its needed to help explain what I'm doing.. I thought maybe my model was messed up, so I made another one, same problem :/
read 851 times
4/22/2008 10:48:42 AM (last edit: 4/22/2008 10:48:42 AM)
show user profile  Mad-Dog-Bomber
okay to take out seems from render to textre is:

lets say your about to render and texture your maps onto your Uvs, Make sure your Padding is set to 20, this will create a overlap color looking thing around your edges on your unwraps. Now this WILL NOT show on the render view port.. it will be saved in your selcted folder.. open that file and then u will see the differance from your preview window to the one thats been saved out.

to take out shadows or lighting etc etc, what i do is illuminate your textrures to 100 first then render to texture.. hope this helps

read 847 times
4/22/2008 10:54:55 AM (last edit: 4/22/2008 10:54:55 AM)
show user profile  release2
hi mad dog,

the earlier lighting/shadows problem was because I was using the render preview and not the actual saved file. But my other problem is I can't seem to properly isolate any area/group of polys (with a seam) to render by itself in render to texture. It always renders my selected area, plus jumbled polys from the rest of the model in render to texture. :(
read 842 times
4/22/2008 11:04:25 AM (last edit: 4/22/2008 11:04:25 AM)
show user profile  Dave
I don't know why you're adding an Edit Poly modifier... just right click > Convert to > Editable Poly (this will also collapse the stack)

I also don't know why you're doing UVW mapping. You can skip this step by simply planar aligning selected faces in the Unrwap Modifier.

Anyways, onto the ole solution.

" it renders out my selected area in the correct shape PLUS the rest of my model in jumbled/pulled vertices"

Move them out of the UV square then. Quickest way to do this is to apply an unwrap modifier, set it to channel 2, open the edit window, select everything, and move it out of the way.

Now, when you select a couple of faces and re-apply some mapping coordinates to them (ie, planar), they will appear in the uv square, alone.

Alternitavely, you can detach your selection as a clone, and work on that. No other mesh = no other UV's. Since it's all sourcing from the same texture though... it'll work out fine. I use this method when Camera Mapping. (essentially the exact same thing as you're doing here, but based on projecting the map back at the exact angle it was rendered out)

"I flew over Egypt once"

read 841 times
4/22/2008 11:04:38 AM (last edit: 4/22/2008 11:05:35 AM)
show user profile  release2
Awesome. Thanks Dave. Was so happy when that worked. It's odd none of the tutorials I looked at mentioned that step, lol.

I was able to follow the rest of the fix seam tuts/grotey's steps and now I'm fixing the other seams. Thanks again. :)
read 823 times
4/22/2008 1:08:59 PM (last edit: 4/22/2008 1:09:21 PM)
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