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View Full Version : Texturing: Layering Textures (+other misc questions)


James Bending
06-09-2003, 04:08 PM
lo,

I am texturing a building with a simple brick image. Over this image i would like to place a transparent (or atleast containing an alpha channel) image such as moss/graffiti/posters.

Preferably i want to avoid editing the original brick image and then re-applying the texture to several different models.

Any tips on how i might do this? One initial idea was to place a plane object infront of the model and texture that, however if there is a better way then i would happy to hear about it.


Other questions;

Does anyone know of a fairly simple example of a low res 'box' model (this can be anything really) designed to then have mesh smooth applied to it?

Why does my viewport do this when i am changing the angle? / How do i disable it?

http://www.jamesbending.co.uk/3dsmax_one.gif

(its ameant to look like this)

http://www.jamesbending.co.uk/3dsmax_two.gif

Thanks alot for your time and help

James

Stroker
06-09-2003, 04:20 PM
In the tutorials that come with Max, there is an excellant example of this. It's under "Designing a Level" or something like that. Shows making a building and how to add decals to the base texture.

edit: Here we go
Tutorials > Modeling Level Design > Adding Mapping and Materials for the Building

Dave Black
06-09-2003, 04:49 PM
And to disable that bounding box rotation thingy(called adaptive degradation overide), you can toggle it by pressing the "o" key on your keyboard.

-3DZ

:D

James Bending
06-09-2003, 05:03 PM
Excellent! Thank you very much Stroker / 3DZealot tres useful information :)

James

Ryno
06-09-2003, 08:53 PM
A Composite Material should do the trick.

AJ
06-09-2003, 10:25 PM
The thing that would probably be the most helpful would be a Blend Material.

It consists of two materials (of any type) and a mask slot (or percent value) to blend between them. It's best apsects are that you can use instances of the materials that you might want to use over and over in your scene (the brick itself for example) - and you can aslo assign seperate specular/reflection/bump...etc settings to each material.

So in your case you could have a blend material where one slot holds your brick material, the other the material that has the image you want for the poster and finally a black & white mask bitmap to control the placement of the poster. For more control of placement you can assign each bitmap/material a different mapping channel and a corresponding UVWMap modifier.

Hope this is what you were after?

Ryno
06-10-2003, 12:29 AM
Yeah, a Blend Material would work too, but with a composite, you could have multiple decals.

A composite material consists of a base material (your brick material), and multiple layer materials. For the layer materials, just drop an alpha/opacity map in the opacity attribute, and it will be masked out and visible where the alpha is white. Anywhere that it's black, your base material will show through.

James Bending
06-11-2003, 04:38 PM
Hello

Thanks for the tips everyone

What i have used is a Multi / Sub-Object matarial (so far) I then have Sub Matarials, Blend And a standard matarial.

The Standard matarial has the brick texture, the blend has my chosen image (graffiti, moss, decals etc) and the brick texture.

My model has ID numbers assigned to faces. It seems to work ok so far and the blend / standard textures sync together quite nicely (no bricks out of place)

Im not sure how this worked but it seems to be fine, im also unaware so far of any problems this may create.

But thanks again everyone for the useful input. :)

James


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