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makkbru
05-13-2003, 08:29 AM
hi anyone knows how the render to texture is supposed to work?
i hava a character with a unwrap uvw modifier. when i try to render this to a texture max puts an "automatic flat uvw map"-modifier (or something like that)on top of the stack. this ****s up my mapping bigtime. what do i have to do to render my uvw map to a texture?

and by the way do you know why its not possible to print the uwv-map to a bitmap directly from the edit window? i have used print screen to get the mapping coordinates to a bitmap before, but this is low resolution and inacurate. (and i dont like texporters. why the hell should we need plugins to get our g*** d**** uvw coordinates?)
the texporter i found at maxplugins.de(i think thats the page) sucks (i think it sucks anyway) do you know about another better texporter???

thanks....:annoyed:

CJcuervo
05-13-2003, 02:18 PM
Im not sure about your first problem, but as far as unwrapping goes, I use TLunwrap and it does allow you to render out your uvs at the res of your choice..try it out if you like...


http://www.mankua.com/freetools.cfm



CJ

Stroker
05-13-2003, 02:53 PM
You can turn off the auto un-wrap in Max's Render to Texture. That's what that little check-box is for. You might want to try Bakerfield instead of Max's baker (Chuggnut (http://www.chuggnut.com)).

Textporter, the script, isn't that bad. Takes some playing with to get it how you like it.

makkbru
05-14-2003, 08:02 AM
i have tried turning of auto unwrap, but then i just get a black image (if i use uvwmap). if i use uvw unwrap i get an error- message saying the object lacks uv coordinates.:shrug:
that Bakerfield-thing looks cool though!!:thumbsup:
so does the TLunwrap...

Thanks!!

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