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View Full Version : texture bake UVs weird


insect_vs_man
04-23-2003, 04:20 PM
hey -
I'm using "render to texture" to bake a cast shadow from a single point light onto a mesh, which at first seems to work fine. I'm using "Automatic Unwrap Mapping" enabled, and it creates the texture, applies the Automatic Flatten UVs modifier, and if i open it, the UVs look right.

However, the UVs are actually screwed up. If I apply another UVW Unwrap to the mesh, and look at the UVs, they're totally different than what i'm seeing in the viewport, and this is how they're coming across when i export them. I'm using max 5.1

Anyone else have this problem?
thanx!

tcomputerchip
04-23-2003, 05:35 PM
I think I understand your problem. I am still not very confortable with the export features for max. I use TexturePorter (free plugin), once you create you objects, simply setup a few params in the texture porter, then click select the object (Pick Object), then you will get a render dialog.

Also, from what I remember, you can apply as many U.V. mapping and unwrapping modifiers as you want. Once you have complete it; then you can you the texture export, I am not sure that you can use another U.V. modifier over the flattened U.V. that is created.

Try maybe deleteing the flattend U.V. modifer then applying it again once you have made your U.V. modifications.

EricChadwick
04-23-2003, 07:11 PM
Render to Texture puts new UVs in channel 3. Are you setting the Unwrap mod to 3?

insect_vs_man
04-23-2003, 07:17 PM
ah... thanks for the good ideas...
I still don't know why the UVs were getting screwed up, but I fixed it by saving out the UVWs, then loading them again before exporting them.

thanks!

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