• Model textures not in the right place in 3DS Max
    17 replies, posted
So I'm working on the Nemesis, but when I imported the ship from xnalara to Max, the main body ship textures got placed in the backside of the ship where the engine textures should go. It looks fine in xnalara, but for some reason are overlapping the other textures. Same goes for Fall of Cybertron Ironhide; everything's fine, but the shoulder and the wheel textures are not right. Any fixes to this? Could this be a UV map error? [img]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Nemesis%20Engine%20Texture%20Error_zpsk56ltb2j.png[/img] [img]http://img01.deviantart.net/2ff2/i/2015/067/4/7/no_prob_by_goreface13-d8ky614.jpg[/img] [t]http://fc07.deviantart.net/fs71/f/2015/018/8/4/ironhide___rise_of_the_dark_spark___by_goreface13-d8eepqv.jpg[/t] [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Ironhide%20texture%20UV%20map%20error_zpsjj84olkf.png[/IMG]
You should check the uvmaps, also you may be assigning a single material to a multiple materials object, which will cause all the parts with different uvmaps to get the same texture.
The models do have multiple materials, but I find it odd because most of my model ports as seen on this forum don't have this problem. How do I check and fix the UV map in Max?
If the models have multiple materials, then how are you assigning the materials in the first place? Usually when a model comes with multiple materials, you can select a polygon and see its material ID. Assigning materials by ID can help you easily select a model's body and head separately to assign the materials separately before overriding them with your own IDs. Anyway, point being, those are probably misaligned because they aren't the correct textures which would be why only some of them are misaligned.
By multiple materials I mean that each body part has a texture assigned to it. In example, The Nemesis has textures like "Nemesis_body", "Nemesis_Wings", and "Nemesis_Engine". Don't know why, but I had a dream about this was that in order to fix this I had to find another mesh that didn't have UV map errors.
Do you still have the files for the XNALara model? I've got some free time later this evening, so I'd like to take a look and see if I can't get the model's UV map to work correctly. If I manage to get the UV map to work correctly, I'll let you know.
Cool, thank you. So far in my porting work, I've only had 3 models that had this problem(all of the links will immediately download them): The Nemesis : [url]http://www.deviantart.com/download/518545407/nemesis_by_goreface13-d8kq873.7z?token=7c8422649eaa25fe42a55866278006a9ed99bb2e&ts=1429479819[/url] Ironhide: [url]http://www.deviantart.com/users/outgoing?https://www.mediafire.com/?3zr8rkyc3kaya2d[/url] And my old failure; DOTM Megatron: [url]http://www.mediafire.com/download/cpdwjp97qdrrq1r/MEGATRON+%5BTF3%5D+GOREFACE.7z[/url]
Well, I didn't look at Ironhide or DOTM Megatron yet, but I think I found out your problem for the back of the Nemesis. I think you were simply applying the wrong texture to the engines (at least when comparing the screenshot you posted to the actual model with textures applied in a 3D model editor). The back section of that model relies on the Nemesis_Engine_TEXSET_Color_NormX texture file for the model, but you seem to have applied the Nemesis_Body_TEXSET_Color_NormX texture file instead. That should be an easy enough fix for the Nemesis. I'll check the other two models to see if it's a similar issue tomorrow when I get the time.
I never applied the "Body" texture there. When I imported the model into Max via Xnalara importer plugin, It came out that way. Same for Ironhide and DOTM Megatron.
I wasn't fully aware of that, I just assumed you exported the Nemesis as a .OBJ from the model viewer and then imported it into 3DS Max. In any case, the problem is still just a matter of swapping out the texture on the back end with the appropriate one. I'll take a look at Ironhide and DOTM Megatron in a bit to see if it's a similar case. [editline]April 20, 2015[/editline] Just took a look at the both of them, and it seems to be the exact same situation; it's just a matter of the wrong texture being applied to specific parts of the models. For Ironhide, the wheel segments for the elbows and ankles requires the RB_IronHide_Wheel_TEXSET_Color file for the texture, and the shoulders/upper arms require the RB_IronHide_ArmUp_TEXSET_D file for the texture. For Megatron, I remember that you posted an image of what was wrong, but I can't seem to find it. If you can re-post that image for me so that I can compare what your problem is to the model itself, I can figure out which textures need to be re-applied to their correct segments.
DOTM Megatron's body textures were laid out on his head and shotgun where they shouldn't. I've been finding ways to fix it since I started trying to port him, but no dice. What I tried to do was drag the right .TGA texture file into the correct part in Max, but all that does is overlap all of the textures on the model. This also applies to the Nemesis and Ironhide. Is there another method to putting the right textures on the models? [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/MegatronTF3test1_zps264b0277.png[/IMG] [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/MegatronTF3test2_zps2419c77c.png[/IMG]
Well, the only other method I can think of is to export the models as a .OBJ from the model viewer and trying to apply the textures manually from there, but that would also require re-rigging the model to the skeleton it already had or re-rigging it from scratch.
Well that sucks. There's got to be another way to fix this without having to re-rig them. I'm gonna try experimenting with the textures tomorrow and see if there's more than one way to get the placement right.
[QUOTE=maddogsamurai;47566112]DOTM Megatron's body textures were laid out on his head and shotgun where they shouldn't. I've been finding ways to fix it since I started trying to port him, but no dice. What I tried to do was drag the right .TGA texture file into the correct part in Max, but all that does is overlap all of the textures on the model. This also applies to the Nemesis and Ironhide. Is there another method to putting the right textures on the models? [/QUOTE] have you tried selecting just the material ID for the part you want to apply?
I have not tried that yet, though I've yet to figure out how to do it. A quick tip on how to do so? Also: [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Sideswipe%20texture%20error%201_zpsqw2y1cjf.png[/IMG] [IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Sideswipe%20texture%20error%202_zpsxhuxymup.png[/IMG] Damnit [sp]goregaus.[/sp] You models are so good, but the UVs are shit in Max.
Wait, do the models look normal on your end of the program, or is it just like mine? How do I find my material ID and try to fix it?
Models generally use more than one texture, even if it's only to split the face and body. The material ID panel shows up on editable mesh and editable poly types when you have select by polygon or select by element enabled (polygon is reccomended). [t]http://i.imgur.com/xzdHpSX.png[/t] You can type an ID in the second box and click the button or select a face and click the button which will select all polygons with that material ID. IDs change when you assign materials or change them manually with the first box. Ensure you assign materials via this after import before assigning them to the model as a whole or you'll override the IDs. Alternatively you can select individual elements or polygons and drag and drop your material on to them to assign separate textures manually.
I have a similar problem like this, except all the textures are way out of place. Is there anything I can do to make the texutres normal. [IMG]http://orig13.deviantart.net/f3e9/f/2015/137/6/f/tex_prob_by_naruhinafanatic-d8tqkad.png[/IMG]
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