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jav
02-11-2003, 09:09 AM
i applied a material with a map and a uvw gizmo scaled to where i want my texture to go in my model.
I want a texture decal that it is tiled.
As soon as i turn on the tiling the map gets applied to the whole mode...

can i do what i am trying to without having to apply a material to selected polys only>?

phil
02-11-2003, 09:20 AM
doesn't look like it. You'd have to use a mix map first and mask out the outer area (or a blend material)

cheers

jav
02-11-2003, 09:44 AM
thanx phil...
im finding stuff that i can do in xsi but not in max., what can i do in max that is not present in xsi?

fabriciomicheli
02-11-2003, 11:01 AM
Hi jav.

You've got to use a multi sub-object material. Use a different ID for faces where you need the map, and assign the UVW map in the correct ID.

I recommend you this process:
1) Select the faces in your model where you need the texture.
2) Change the ID for the faces ( for example ID 2)
3) create e multi subobject material.
4) in the material 2 of the multi-so material design the material for the decals. Active face-map in the material, so the material will be apply to each face.
5) assign a UVW map modif. to the model, and use the channel 2 (so it match with the ID of the material for the decals)
6) Assign the material to the object,
and voila!!!!!

If don't get it yet, just reply...
I'm here.

gaggle
02-11-2003, 11:12 AM
Try the Composite material type? It ought allow you seperate control over the various materials. Much like using a MixMap, I just think the Composite material is intended for this kind of decal scenario.

The limitation you're running into here, I belive, is that in MAX any object can have one, and only one, material-node applied to it. You can't apply one material directly to a select number of faces. .. well, that is to say, workflow-wise you can, MAX then uses a Multi-/Sub Object materialtype. But technically what happens in that case is not that two materials are applied to the one object.

That's how I understand it anyhow. What I mean to say is that there are ways MAX does things that likely messes up your XSI-workflow. But that's not to say MAX can't do it. Concerning decals it seems to just be the case of having to use a Composite or whatnot material-type, and going about it like that. If I'm not much mistaken it actually works quite nicely :)

I think I may not be entirely clear on what it is you want, thus my above answer might not be of much use

jav
02-11-2003, 11:24 AM
gaggle: I have a complex character moddeled in nurms out of one box, now i have to give it skin textures of all kinds

fabrizzio. Somehow I selected polygon faces and clicked on assign material, and assigned a new material with a map tied to the UVW gizmo. and somehow it works kind of...

I did not mess with face IDs (i knew nothing about them, i will look for this), will this get me into trouble?

fabriciomicheli
02-11-2003, 01:10 PM
Check the MAX help. There is a complete explanation over using ID's in multisubobject materials, but remember something:

If you assign a UVW map, the channel map in the modif.(UVW) and the material have to share the same ID.
Another thing: when you assign maps to the different map slots in the material with a different ID, you have to set the same ID in the map, so it works with the UVW modifier.

mmm.. It's a little messy...

Max help will help you.:thumbsup:

jav
02-11-2003, 01:23 PM
thanx fabrizzio
not so messy ( max help sucks, you do much better!)
i get the poing
j

phil
02-11-2003, 11:18 PM
Jav said:
"what can i do in max that is not present in xsi"

haha Jav, how long have you got? :)

lets stop before we start.

jav
02-12-2003, 08:14 AM
im a quick study. anything youve got.

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