View Full Version : Problems exporting geometry with tiled textures
Don Pedro 01-28-2005, 01:44 PM Hello you pros!
This is probably something too easy but hopefully somebody can guide me through this problem.
- I make a road (low poly) – great!
- I texture the road – great!
- I export the great looking (in camera view, region render) road – great!
- I open it in (what ever) software – terrible.
All textures are stretched along the road. Every separate cluster has only one repetition for the texture which is of course fine width wise but not “height” wise so it looks like motion blurred.
For straight part of the road I use “Unique UV” mapping (I’ve also tried “Planar XZ”) and then add a few repeats.
For curves I use “Contour Stretch UVs” (a great tool btw.) to save sooo much time.
I’ve tried .X, .OBJ and .XSI and they all look bad and I've opened it various software and it turns out the same all the time.
So as a conclusion I’m doing something quite wrong because it’s jut hard to believe that texture tiling doesn’t work with these exporters except doing it manually on every single polygon.
Any hints are greatly appreciated!
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First off, an image is worth 1000 words...
Secondly (guessing here)... did you freeze your texture projection and object before trying to export?
Don Pedro
01-28-2005, 03:06 PM
Sorry about that...
Here three different shots (if they help)
http://www.freewebs.com/test_site_1/pics.htm
The first is in XSI, the second is exported .OBJ and the third is exported .X in another application.
And yes I have "freezed" everything just in case every time.
And yes it's always the same. I've done some test geometry like this about ten times just to make sure it something that I do every time wrong or just leave something out :)
I think you're going to have to tell the other application what tiling in X and Z you want. I don't think object can export that kind of information. It only exports the UV"s. How your texture is tiled will I think have to be determined in the other app.
Don Pedro
01-29-2005, 10:00 AM
Thanks MJV,
but I've used a lot some "low-end" applications formerly e.g. with .X format and I know it's (tiling/texture repetition) supported by the format.
I cannot do it the way you described in Quest3D (which I mostly use). The only way is not to use original UV's but to create new ones.
For straight lines I can create my own UV mapping in Q3D easily just by knowing how may times to tile the texture but it's not using original UV's.
For curves it's practicly impossible unless I once again use "separate material" for every polygon and manually resize&turn the texture to fit to the polygon and curve. This I can also do in XSI which works but it's really unusable if I have a long road/curve or somthing like that - hours of work just to texture one curve.
Oh well I just have to go back to drawing board :sad: Hopefully I can find a way...
Don Pedro
02-01-2005, 02:07 PM
Just one "add-on" question:
Has anybody ever been able to export (.X or .OBJ) geometry with tiled/repeated textures without any UV problems?
If yes, then I just need to find the right way. If no, then XSI is not the right tool for RT3D - unfortunately :(
All answers appreciated !
Don Pedro
02-02-2005, 05:38 PM
Even there doesn't seem to be much interest in this (or then I've just been too stupid and everybody else knows this already) I still want to tell that now I know how to do that.
There's can be some manual tweaking (depending on the poly count of the object) needed but ... What a feeling of accomplishment !
How kind of you to share your solution with the rest of us.
Don Pedro
02-02-2005, 06:49 PM
Sorry about that,
anyway the solution was "too" easy so I'm a bit embarrassed.
If you're exporting any geometry with tiled/repeated textures (at least with standard X/OBJ formats) never use Texture repeats in UV mapping. They look nice in XSI and render nice but that's it.
Instead use the UVW Transformation (which is logical of course) with appropriate scaling and remember to Freeze that transformation also. I'm not 100% sure what transformations the "Global" Freeze button actually freezes but byt doing it separately in texture projection property editor after scaling works and with both export formats and even with Contour stretch UV projection.
As a non native English speaker and new to XSI/modelling the terminology isn't clear to me so I'm just learning things the hard way.
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