View Full Version : How to get texture from object ?
marcoos 10-14-2002, 05:46 PM Here is my prob:
I've got model covered with composite material, every composite submaterial has its own diffuse map, opacity mask and own uvw for maps ( diffrent UVW for maps is made by assigning difrent "map channels" ). Model looks quite good but it needs little retouching (in Photoshop or deep paint 3d). And here is my problem : How can I rip texture from this object, to paint on it in PS (i wonna to get one texture from whole object, i dont want to get several diffuse maps from submaterials ). It is hard to explain but i am thinking of something like merging down all diffuse and opacity maps in one texture. Is it possible to do like this ? or is there any posibility to export object with composite mat. on it to 'deep paint 3d' (after exporting object with composite mat. on it, to "deep paint 3d" every submaterial except base mat. disappears :(
(i know that there is "render to texture" in max 5 and tBaker in final render but i've got only max4 without FR) :(
BTW is there any posibility to export object with composite mat. to *.3ds format without loosing maps ?
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3dsmax5
10-15-2002, 03:38 AM
I think you have to search for some free script or plugin...
marcoos
10-15-2002, 11:32 AM
yeah, but i cant find it :( i found texporter but it can only get mesh without maps :(
Grosserfrosch
10-15-2002, 02:03 PM
If I understand correctly, you have multiple materials, each one on a different UVW map right?
If you just want to know what it's going to look like, flat, then turn off the maps you don't want(like reflections and such) and create a plane object from the simple objects set in create tab and apply as many UVW maps as you need and apply your mats. Render it and you will see what the end result will look like flat. If you just want to see what one of your maps looks like(like the diffuse map) then click on the material, click on the diffuse map button, where you decide what type of map to use, then right click on the material in the window(standard is a sphere) where you preview your material. Select Render Map. You can't render the whole material. You have to be in map properties.
I hope I said that right.
If you are wanting to look at say, all of the diffuse maps rendered into one composite image, you start with a blank Mat and select composite for the map type. In the two choices, put both as composites as well. That gives you 4 maps to composite. Double them again and you have 16, which should be more than enough for your uses.
There might be a better way to do this but I don't know.
marcoos
10-15-2002, 05:54 PM
maybe my english isnt good enough to explain it :(
but here is my object, about i was talking, it is orange. There is Composite material applied to it. In composite material there are 4 submaterials one for the top of orange , one for the bottom,one for the flank of orrange, and one for decal on it). Now i wanna to take off texture from orange to paint on it in photoshop, but i don't want to get 4 separate maps and 4 opacity masks , i want to get one texture from whole object to make little retouch and After this i want to put this texture back on its place ( orange surface)
or is there any possibility to export my orange to deep paint 3d , without loosing maps
Gonzo The Great
10-15-2002, 11:20 PM
Yeah.
Add the Deep UV modifier to the stack of the selected thing. This is the trick.
Click 'Right Hemisphere' in the Utilities Panel.
This should contain both Deep UV and Deep Paint 3D options. Don't Open .3ds files in these 2 programs. Use the import and export buttons from within 3dsmax.
I'm not going to go into what to do here. It is so straight forward its not funny. You don't even need the help files. They are great programs. Besides, I have a feeling you know Paint 3d.
Export and import the new UVs by clicking Import UVs in max utilities.
Way the hell do you have multiple channels for an orange?
Don't have Deep UV? Its a 25mb download from their site with a trial period but most to all features work. Its a fast server. I got around 7 to 8 kb/ps on a dial up connection where as I usely only get 3 or 4.
marcoos
10-16-2002, 11:01 AM
I do like this, i select my orange than press Paint button in 3ds max, after this deep paint starts and there is my orange in it, but without any maps :(
why the hell i've used several channels?
i've used seversl channels because 3 maps have planar uvw (top and bottom map of orange and map of decal ) and one uvw is sphericla (flank of orange)
marcoos
10-16-2002, 11:16 AM
here is picture
4 maps
P= plannar uvw and S=spherical uvw
is there any other way to texture this damn orange, that look good and dont have problems with deep paint or gettin texture from it
gaggle
10-16-2002, 11:38 AM
I know its been said before, but a Render To Texture function would solve your problem right up. It sounds like rendering to texture is exactly what you want.
I just can't help getting a bit frustrated on your behalf when it sounds like you're having all of these troubles, when there are tools out there that promises to do exactly what you want. So no new help from me, just a reminder that there is a way to do this if you grow tired of Deep Paint troubles and whatnot.
I like them oranges btw.
Oh.. here's a thought, you could go find ChilliSkinner on Scriptspot.com. It's not a render-to-texture utility at all, but I got to thinking that it oughta be able to take your model, slice it up good, flatten those slices so they're all lying next to eachother, and you can render that out yourself? It's a little hard to explain, but ChilliSkinner can take your model and unwrap the surface out to a square. It's not perfect, but.. er.. it's free! :) It doesn't do anything you can't do on your own though, so there's no reason why you couldn't slice your model up yourself and flatten and place those slices in a way so that you could render it.
Just a theory though, I'm not sure it'd work.
marcoos
10-16-2002, 11:51 AM
thnx :) it seems that it is high time to get max5 :( but i'll check this chili stuff
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