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Oldie but goodie - texture missing


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#1
Happycrow

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Hi folks.

My search-fu is failing, and I KNOW this has been addressed before, sorry...

Identical workflow for female and male dwarf.
Female is fine.  Male the textures won't load.  Materials are assigned, naming conventions are correct, mdbcloner has been deployed... no avail.

Any ideas? 

#2
Happycrow

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Ah. There's *something* wrong with the uvmaps I rendered. When I set it to use the female's textures, it loaded correctly (distorted ofc, but correctly). Now to figure out what the blazes I did...

#3
Happycrow

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Frack. Second day in a row this has happened. Elven female model -- fine. Elven male model, can't get it to see the textures, even though I'm rendering out fine.

SOMETHING in my workflow is obviously "wrong," insofar as nwn2 isn't seeing the texture files that result from the uvmaps. Anybody got a clue?

#4
Tchos

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I think I'm too much of a beginner myself to say, I'm afraid.

#5
Happycrow

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If it wasn't hours of frustration, I'd say it was wacky. The first model I did each day is fine. The dwarf male from last night is fine (redid it last night, still not sure what caused it to work again). Nothing I work on now will so much as show the material assigned: it went from "no textures visible" to "amazing nonshowing mesh." ....and so far as I can tell, my workflow is EXACTLY the same each time.

Do.Not.Get.It. :)

#6
-Semper-

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upload those models, write down your workflow in detail and post screenshots of the troublesome areas.

#7
Happycrow

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Will do, thanks. I"m working heavy this week/weekend but will post soon.

#8
Happycrow

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Here's the sample file:
http://www.sendspace.com/file/wy2yct

I only have the base/free membership, so if somebody stumbles on this in a few months, the link won't be good then. This is an armor project to create armored gauntlets which visibly equip when the PC puts them on.

Workflow:
(parentheses are things which do not seem relevant to the error, as they occur whether I skip this step or not)
1. Model: After going back and forth on it, I decided that I liked the visual bulk provided by the Yeoman of the Greenwood gloves, so rather than create a plane and extrude from there, I'm importing said gloves, dividing the edges (their models are extremely low-poly), and then extruding. Once extruded, I'm pushing/pulling verts, scaling, etcetera, until the model loses any excess bulk in the cuff (the base glove has a lot), and creating the tulip-like curves the cannons require in order to be a functional full vambrace/glove combo.
(2. In order to create uniformity, I delete one of the vambraces before moving verts/remodelling, and then clone/mirror).
(3. I then inmport the main base body mesh and apply a material to it so that I can quickly identify any clipping issues and work to solve them without having to brute-force something that's scaled too large and bulky.)
(4. I then rig the model - I'm a weight-table guy, so I do it that way, to be certain that the new verts are all explicitly tied to the forearms and don't waggle when the character moves).
5. I then unwrap uvw. How I do the mapping doesn't seem to make a lot of difference, since all the different ways I've done it *sometimes* result in the error. I'm assuming my error is doing something here and not realizing it. I export uvmaps.
6. After that, I apply the material, make sure it renders correctly, and export.

I'm not using any unusual plugins, and I'm working in an old Max8 (I have student 2009 and I've *heard* that expotron now works for that, but never got it to do so). So... pretty sure it's *something* in step 5, but no idea what.

Thanks, Semper.

#9
-Semper-

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sry for taking so long but i was in vacation and had have no 3d application at hand to look into your problem. well, the only thing i noticed immediately is your uv mapping. there are tons of seams which is never a good practice. every seam splits the corresponding edge, unwelds the vertices and destroys your mesh smoothing. i dunno if the electron engine has problems with lots of seams and unwelded vertices, but that could be the source of your issues. plus, the uneven smoothing will make your mesh look horrible in-game. i would advise you to do some tutorials on proper pelt mapping and mesh smoothing. you could even use some free unwrap plugins like textools or lscm unwrap.

you can use your max 2009 vers and export your meshes with tazpn's tools. you just need expotron if you want to create and export animations.

also you should not link your rendered uv maps to the tint- and bump map slot for testing purposes. this could lead to issues too. just use the diffuse texture which should be enough to spot errors.

#10
Happycrow

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Thanks. As the old saying goes, "the self-taught man has a fool for a teacher." I never really figured out how to remove the auto-generated seams and create my own, but I'll look it up and start cleaning from there.

Re: 2009... hrm. I have no idea what I did wrong, then. I put expotron in all the right folders, etc (or am pretty sure I did), but get no skeleton import at all. Another thing to futz with. :)

#11
-Semper-

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you don't need expotron if you're using an existing skeleton and don't want to create custom animations. use tazpn's tools to im/export your models.

regarding a clean uv map: you don't need to do this. actually i don't know if this is easily possible. one way would be to export your model as an .obj without uv coordinates. after importing there should be no seam information. what you should do instead is disabling the visibility of the uv seams in your unwrap uvw stack and start from scratch, either with max' build in pelt mapping or with a freeware plugin which supports lscw.

here's a nice tutorial which explains the basics of pelt mapping. it's even for 3dsmax8.

Modifié par -Semper-, 06 août 2013 - 02:48 .


#12
Happycrow

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Yeah, Tazpn's doesn't work for 2009 student (or something's wrong with the install): it imports the mesh just fine, but won't import cols or bones or any of that. Wish it worked, but until then, I'm stuck with 8 on my ancient lappy.

Thanks for the tut, I'll check it out.