Texture massacre


#1

Hello, I’m monkeyfaces, and here’s my problem.

This is a car I’ve made, and this is how it looks like in the viewport:

Very acceptable. But here are two pictures from when it’s rendered and when the exported .obj file is viewed in Crafty’s object viewer:

Two different worlds of texture mayhem. Not sure what the signs should tell me, but I do know that something’s wrong. And I don’t blame the software, but it disturbs me that the model in the viewport shows up fine, while it in reality can’t be rendered and can’t be viewed outside of Softimage!

Do you can what the problem could be, or if there maybe exists a quick solution?


#2

Have you tried rendermap it so it’s 1 texture, 1 material, 1 projection?


#3

No, well, since this will be imported into a Nintendo 64 game (Goldeneye), textures can’t be larger than 6432/3264. That’s the reason for the many textures and many projections.


#4

Are parts of the UVs outside of the 0-1 UV space? You may need to turn on Wrap in U and V to get it rendered properly.


#5

Thank you, that fixed the render at least. But not the .obj-file.
I think I know what the problem is. There are two textures on the model that shows up properly, and those are utilizing Texture_Projection number one, the rest are using number two to ten.
It seems XSI’s .obj-exporter only have room for one texture projection, I’m sure there’s a logical explanation for that, but it would’ve been nice if I knew that before I started applying the textures.
My question would be, is it possible to merge the projections together? Or is it solvable in any other way?

EDIT

Call off the search, got it to work. To quote my guardian angel;

“You’d probably have to break each set into a different mesh/chunk/island, and export them all to obj using the ‘merge all objects into one file’ option. Then each chunk is free to use its own material. Another option (inside of XSI/source/certain engines) would be to keep them all into one mesh and use clusters. The UVs would look like a jumbled mess of overlaps, but as each cluster will have its own material the result will look fine.”

So, there it is, if anyone stumbles onto this problem in the future. Thank you for your help people, much appreciated.


#6

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