I've got this little guy as 3 different components, the whiskers, the tail, and the body as I figure it'll be easier to texture that way. do I do 1 multi-sub as shown? or 3 separate ones? when I do it as shown, only the first texture will go onto all 3 components, 1 want a different texture on each component.
.........AAnndd....
wtf do I do so I can see both sides of a plane when I'm working with it? I've only seen this in the forums a couple dozen times and can't remember. & can't remember what to look up in the bible. and is there something in particular I have to do to tell max a texture is double sided and/or opacity?
when I rotate the view, why does it rotate centred around some stupid invisible nothing way the heck off to one side, so every time I rotate, my item disappears off the screen and I have to recentre? there are no other objects in my mesh, there seems to be no bloody reason for this.
how come sometimes when I'm unwrapping, stitching doesn't work? sometimes it won't even highlight the matching vertices when I select one or more.
->->-> & for some stupid reason, when I've selected a face, it's not turning red in the window (not the uv map window, the view 3d one) so I can't see which face I'm working with.
WHAT have I done to scroo things up? _________________ Be a red sock person in a white laundry world!
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
Posted: Tue Dec 11, 2007 3:26 pm Post subject:
I think is time for a break
the nodes you clone the nodes and make sure you assign them the sequence numbers like the couch example , try to make one at the time if you do the whole set, max named them auto and they don`t work on the previewer...assigning the texture for me is easy to split the mesh on parts and assign them that way and reattached the mesh later after putting textures, the mesh does not turn on when you click on it.. some times for the modifier stack still selected or on your main tool bar you have pick the wrong bottom... ( every one do it ) I can`t remember were you click to see both sides but when you applying the textures you can click 2 sides that way if you are texturing a plane it will show both sides from the material panel...and when you work whit a mouse it does that.. loosing the mesh from the window... some times work good some times don`t....
On the unwrapping map sorry can`t help you there I am still learning that part myself
for me is baby steps one thing at the time ... then it looks easy. _________________
no, I want them as separate components so they use separate maps. a lot easier for me to unwrap that way since I can't split the mesh the way you showed us. (just the way this mesh works) So, with 3 separate components, each with its own uvw map, do I need 3 different texture balls or whatever those are called, or will all 3 fit in the same ball (see picture in previous post, I don't remember from the tut what they called those)
still need to figure out why, when I'm on select by poly or face, the face does *not* highlight - it's driving me buggy and I can't get any more work done til I'm able to see what face I'm on. doesn't matter what tool I have selected. doesn't matter whether i'm in uvw unwrap modifier or edit poly modifier either. *please* someone help me with this one.
for both sides of the face/poly, I don't need to have 2-sided texture, I just need to be able to see both sides of the face so I can work from behind it. _________________ Be a red sock person in a white laundry world!
Joined: 15 Jul 2006 Posts: 3430 Location: USA - WA
Posted: Tue Dec 11, 2007 11:27 pm Post subject:
This looks right except one little error, and its with your names (sub objects) you need to do it like "Whiskers [0]" <- space in there verrrry important
Poly Face Selection - Face not selecting - Well I know what would make it seem like its not selecting (if your in editable mesh mode) if a face is reversed infront of where your selecting and you click the reversed face will be selected and it will look like its not selecting.
Simple way to test that, click the poly, then scroll down on the edit tab to normals and click the 'flip' button, if all of a sudden a face is selected and visible, then you had one selected it was just reversed.
Hope I read the quest right. Far as getting it so you have a twosided texture so you can see both sides of the face... can't help ya there. I dont model inside of max, only use it for converting models to various applications. Do most of my modeling inside of Cinema 4D just for reasons like being able to see both sides of a poly without having to do any extra work along with a few other things.
Anyhoo hope that helps, sorry I couldn't be more help. _________________ My Products I like the idea of Humanity, its the people I hate.
that is a big help! flipping normals was the problem. and I never noticed there needed to be a space in the texure name, thanks, that'd been a major oops. don't suppose you know when I tried to apply those 3 textures to the individual parts, they all went to the first texture?
it seems like every five minutes I run into a new problem. this is such a simple mesh, and it's driving me nuts (not that I'd have to go very far to get there) if you learn from your mistakes, I'm gonna be a genius in no time _________________ Be a red sock person in a white laundry world!
still need to know why I can't get the 3 different textures, just the first one goes on. what do you call those boxes with the balls, anyways?
I've accidentally connected a couple vertices that shouldn't be, and I can't go back to before the oops, cause I saved & closed max and didn't notice til I reopened it. how do I separate these? in the uvw unwrap, the 'break' does the opposite of weld, but I can't find anything that does it in the regular editing window. and I can't just leave it, cause when I try to stitch the pieces for the uvw unwrap, it stitches the whacko ones too.
_________________ Be a red sock person in a white laundry world!
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
Posted: Wed Dec 12, 2007 3:37 am Post subject:
ok this is the way I do it..." break the whole mesh" if I want to apply different textures to different parts on the mesh. "convert to edit poly"
from the Quad menu, on the control panel, go to vertex of the mesh under selections, whit the mouse " select the part of the mesh that you want to add different texture("on vertex mode " )and under " edit geometry hit " detach" ( don`t worried you will re attached to the whole mesh before exporting ) this become a new lets say little mesh( it will turn red or white but different from color from the whole mesh depending how have you set your 3 d max) , go back to normal ( un check the mesh you were working on it) high lite or select the area you want to apply the texture ( eyes , whiskers, ears, feet etc) remember to keep track of names and numbers under multiple sub- objects..( I pick a new ball every time I add a texture for the same mesh,.. less confusing for me ( unless I will use more the 18 textures maps...) do the same whit every part of your mesh that you want different textures , save your work here VIP... then click on any part of the mesh convert to edit poly. under selection , select element , then hit attach ( or you hit the little window next to but, i like this way better) and you click whit the mouse the other parts of the mesh you want to attached and repeat this until you have a re attach your mesh they turn red or some times they turn white, can say why but they work either way, if you hit the window next to attach , a window will open and you have to attached by name.. if you have named every part of your mesh is easy ( I always forget to do this) that`s why I like the way I have told you before..
you save you work before attaching because it will ask you about the textures you have to pick and it depends what are you attaching and when ; you pick different choices.. if you make a mistake you always have a back up save...
Sorry if it is confusing I try to tell you the easy way I know how..
did you try to Reset UVWA under parameters / edit ? _________________
oh, now I understand the textures better. for some reason, I thought you had to do them all on one ball thingie.
unwrapping I'm good at. the first time I did something I must have redone the mesh a couple dozen times, and had to re-unwrap each time. I just had those normals the wrong way so couldn't see the selected ones.
does detach break apart those vertices I've got connected wrongly? I'm understanding detach means to separate your mesh into separate pieces rather than separate vertices. I know there's a way, I found it by accident when I made a mistake in that airplane tut that comes with max, but I *can't* remember how I did it. somehow I broke apart the vertices (not the mesh, just individual vertices) and was able to disconnect them. (that's the picture I just put up, the blue lines (inside my red circles) are connecting vertices that shouldn't be connected.
I really appreciate your patience with me. _________________ Be a red sock person in a white laundry world!
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
Posted: Wed Dec 12, 2007 4:18 am Post subject:
when you detach, it will be from the main mesh( the vertices' don`t move, unless you move the mesh), you can re attach them back together, you whole map is attached at the end assigning textures; you can do it either way, but I found this way is easier to remember the order of numbers/ colors for me..., what you have done there attaching i on the UVWS map , that is different and I can`t help you there , I don`t use it that much..
here are some pictures in case you need to see what I mean before .. Iknow it sound confusing even for me whit not pictures
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Last edited by Jaleman31 on Wed Dec 12, 2007 4:33 am; edited 2 times in total
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
Posted: Wed Dec 12, 2007 4:29 am Post subject:
this is the way it look for me on a 19 texture mesh.. just remember keep selecting each mesh putting the next number [0], [1], [2], etc...and you do it exactly the way you do the first one.. select mesh, open material editor, selecting a new" ball " on the material editor, hit standard , pick multi sub objects and keep dis carting materials and re place them whit yours,,..
and you putting the name on the wrong spot,,,, you mesh may not work when you exported like that....try waltzing mouse `s tutorial for naming your textures or Taunt video tutorials ( i like to see better then read)
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but, I still need to separate the vertices. I do *not* want to delete the vertices, I just want to remove the line that's between them. it's connecting them when they shouldn't be connected, and really scroos up the unwrapping. i can't just delete them from the uv map and leave them on the main mesh, tried that, major problems and it doesn't work _________________ Be a red sock person in a white laundry world!
this is what I need to do. the vertexes are corrrect, I don't want to delete them, I need them as part of the mesh, on one uv map.
there's vertices that got connected that shouldn't have, like the green one in my drawing. I need to remove the line cause it scroos up the unwrapping, but not touch the vertices. if you look at the second pic, you'll see the rotters as the blue lines from the chin to the toes outlined in my red. these are polys/faces that shouldn't be connected at all. when I try to unwrap, these lines are all over the place in my uv map, and mess it totally up. not to mention you can't stitch, cause it stitches the wrong vertices together.
_________________ Be a red sock person in a white laundry world!
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