View Full Version : BodyPaint with 3dsmax Question
collings 09-12-2006, 07:36 PM Hi guys,
i have some questions for the users who use BodyPaint with an other software like Max for instance.
1st: I'd like to know how you make to work with multiple uv space inside Bodypaint ?
2nd: I have a problem with my uvs. i export my model in BP and then when i reimport my model in max, all the vertex uv are break. What can i do to resolve this ? i don't know if you now what i mean so here is a picture to explain what i'm saying.
http://img130.imageshack.us/img130/3677/problemewt6.th.jpg (http://img130.imageshack.us/my.php?image=problemewt6.jpg)
i'll be really glad if someone could help me, i searched all the day a solution but i can't find anything :sad:
thanks guys
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Hi,
BodyPaint 3D and CINEMA 4D both use UV tags to store UV information per object. One object can have as many UV Tags as the user wants. Which set of UVs is used for which material is determined by the order of UV and material tags.
As for the second problem, i'm sorry, i don't have much of a clue since i'm in no way familiar with max. The only thing that came to my mind is that maybe your model isn't a polygon object, in this case it will be converted on exchange and BP will only see the converted model.
Cheers
Björn
collings
09-12-2006, 07:49 PM
thanks for your fast reply Srek.
About the first question so for exemple i select the uv of the head then i store it as a uv tag! Then i link this uv tag to a material. I need to do that for each uv space. Is that right ?
And for the second one, actually my model inside max is an editable poly. so yes it's a polygonal object.
LucentDreams
09-12-2006, 07:51 PM
is there a reason yournot using the exchange plugin?
Bodypaint shouldn't be sending model information buack jsut UV and texture information so the fact that your model is traingulated back in max suggestes you've been actually exporting to a filel and then importing in manually. Wht format are you using, 3ds?
1)try using the bodypaint exchange, if theres a reason this wont' work,
2)use the OBJ format, 3ds always traingulates meshes
collings
09-12-2006, 07:56 PM
thanks for the precision.
about your question... i use the exchange plugin.
http://img66.imageshack.us/img66/1174/probleme02mw3.th.jpg (http://img66.imageshack.us/my.php?image=probleme02mw3.jpg)
collings
09-12-2006, 08:17 PM
ok i just make the test, i exported my model in obj then i loaded it in BP and i do'nt have any problem of triangulation anymore.
But when i use bodypaint exchange inside max, i still have the problem.
collings
09-12-2006, 08:50 PM
I have another question.
Is it possible to paint on a model without take care about the uvs and then when i finish to paint the model, export all the different map (uvspace) ?
collings
09-12-2006, 09:21 PM
Ok i understand how to use the uv tag. Now i can use one texture for one uv space. thanks to the offset setting )
Thank you guys fo your help :)
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