Baked UVW problem

caceres

02-03-2007 20:44:25

Hello, I have been trying to use the ofusion kit for a while, but everytime I got this result.



The model is supposed to be an spanish star shaped fort, but somehow the baked textures get that horrible alingment error. I have followed the adobe jail tutorial step by step, but the result is always the same.

Please help me.

Paulov

03-03-2007 19:42:35

Hey

well would be better if you post the process you´ve followed... to check possible errors.

What I think is that the problem is on the lightmap´s texture unit

Inside the texture unit, for the lightmap the map channel must be 2 and it looks as if it was 0.

////////////////////////////////////////////////////////

In spanish

Me da a mi que eres español asi te comento.
Tal y como se ve el lightmap entre los dos edificios, tiene toda la pinta que el Map Channel lo tienes mal colocado. Escribe el proceso para ver donde las has pifiado :P ///

Oye, esa escena tiene buena pinta....

Bye Pablo.

caceres

04-03-2007 23:40:31

Hola Paulov, gracias por la pronta respuesta. Si hablo español, pero soy de Colombia. Mi profesion es la de historiador y ese castillo es un proyecto para visualizar fortalezas que fueron demolidas o destruidas durante ataques.

-In english-

The process I followed was the one dictated by the ofusion tutorial where you bake the textures for an adobe jail, I also changed the chanel to 2 and nothing happened, the tutorial sad the channel should be 3.

I discovered that the error occurs with multi sub object materials in this picture I reassigned the sand material to the terrain and it worked, but I had to make a copy of it and manually assign the respective lightmap to the larger beach segment so I now have 2 sand materials with different lightmaps, I may use that technique as a solution, but I dont want to subdivide my model without needing it, nor do I want to make all my materials as standar. I understand ofusion supports multi sub object materials, but for some reason is not working for me.

Paulov

06-03-2007 14:02:10

Hey__

Well, i cant see where the problem occurs, but I´ll tell you how I do my 3D scenes.

They are similar to your´s as I create urban plazas with buildings etc..

Make the fortress model
Texture it
Attach it (everything becomes a single objet)--> and materials become a multi subobjet.
Ligthmap it
Make a bath upgrade materials using -update materials- button in the Ofusion toolbar.
Set the especular color to white// ther is a script that is supossed to do that, but for me does not work , sadly.)
________________________________________

I think you are new to Ofusion, so may be you have not tried the classic Reset X-form command that you cand find in the Utilities pannel.

________________________________________

Good luck torpedo.

caceres

06-03-2007 19:14:49

Making all a single object never crossed my mind, but I will try it right away and tell you the results.

I can´t tell you how weird it feels to write you in english.

caceres

06-03-2007 20:32:35

This is the scene using your method. The problem with the aligment has dissapeared, but there s no inprovement in the lighting, the difference between darkness and light is too strong, as there are no gray areas, just light or totally black. The specular color is already set to white and increasing the light intensity only gives over exposure and there are also small alignment errors on the round parts of the columns wich is a mistery.

caceres

06-03-2007 21:22:02

In the following images I sat the specular to gray and the ambient to white, the results are much better, but the interiors still look pitch black.



Paulov

08-03-2007 12:09:29

Hi

Jeje, you´re having the same problems I´had time ago and that nearly got me mad. I´ll gide you to the light at the end of the tunnel. :D

I´m writing the documentation of my project and I´ve all prepared with images etc, you dont know how lucky you are.. ajjaja

I understand that you are using Light Tracer, so simply to convert those black looking areas to brighter ones modify the "exra ambient" parameter in the light tracer settings. move to mething near to 0,6 and do a redo the lightmaps

check this image:


Just one coment, you dont need to have ALL the objets in one, you can fusion elements by entity, like by each building etc, this way you´ll have a multimaterial for each objet. (that is what I ussually do).
This deppends on each person and needs... bla bla bla.

caceres

13-03-2007 18:23:28

Your guidance has been extremely helpful, here you see some results open to critics.





I used one material per object as you suggested, but I dont know how to add more than the standar 24 materials max supports, so I merged some of the scene objects until I got 23 objects, I plan to use the 24th material for the water.

ColorWolf

13-03-2007 19:47:00

Hey caceres,

3DS Max can have a lot more than 24 materials...In your material editor there is a button that looks like an "X", the tooltip says 'Reset Map/Mtl to default settings" (at least it does in the english version) Press that button and it will ask you if 'you want to reset the material that is in the scene AND in the material editor' OR 'if you only want to reset the material in the material editor'

I hope that makes sense!