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FPSC Classic Models and Media / 3ds Max Texturing

Author
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Prancer
19
Years of Service
User Offline
Joined: 6th Feb 2005
Location: Idaho, US
Posted: 28th Sep 2005 03:29
I was curious if someone could please help me with baking textures in 3ds Max 6. I made my model of a sign and it has two seperate bmps for its texture I was able to bake the texture but when I apply it or load up the .x in FPSC with the .fpe pointed to the baked texture, the texture is not mapped correctly.

Basically I need some help setting the settings for panda .x exporter and baking/applying baked textures.
Prancer
19
Years of Service
User Offline
Joined: 6th Feb 2005
Location: Idaho, US
Posted: 28th Sep 2005 04:25
Hooray I did it ... but I had to custom edit the uvw maps and I'm sure there is some way to avoid having to do this. If anyone knows how please tell.
Prancer
19
Years of Service
User Offline
Joined: 6th Feb 2005
Location: Idaho, US
Posted: 29th Sep 2005 01:23
Yet another update if anyone sees this as useful:
To not have to custom edit the uvw maps I changed the spacing under the
Render to textures menu to 0. This seemed to resolve my issue
Bourne
18
Years of Service
User Offline
Joined: 3rd Jan 2006
Location: Earth Core
Posted: 19th Jan 2006 07:12
I need help with this too please.
BULLSHOCK 2
Retired Moderator
19
Years of Service
User Offline
Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 19th Jan 2006 17:48 Edited at: 19th Jan 2006 17:49
panda settings are on http://www.fpscreator.com

as for baking...why do you need to bake the texture? i always make stuff in max without baking the texture, and the texture is fine....

bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 19th Jan 2006 21:47 Edited at: 19th Jan 2006 21:49
The only reason I can think of is to make a single texture out of a multi-material model. But usually it works better to just to do it manually.

Or maybe to bake in specular highlights if you have lights set up? Hmmm..

Check out my site at http://hyrumark.zftp.com/

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