I am a Maya person. I have a test to complete in two days for a gaming company for a job interview. I don't know max at all. I thought I was fucked. But you gave me some hope. Thanku Sir! If I only knew how to set up outdoor render with lighting in max that would be great.
8 лет назад
You've been making my life easier with these fantastic tutorials, thank you so much :)
Im trying to make MOD (buildings and more) with 3dsmax7 now, Thanks to your polite explanation and knows a lot of the Baking-Texture on a Max, a problem seems to be able to be solved. ;) Thanks a lot :D
Hey Clint, I was wondering how can i make a complete texture look without the shadows, I have a model but one side of the model you can see it the other is black.
I don't understand what the purpose is of initially applying a multi/sub material with multiple texture images before mapping, when you're just going to use an automatic unwrap in the end anyway. Somebody please enlighten me...
Thanks for the great tutorial. I have some flat color materials and I'm simply trying to add AO to the diffuse but rendering Complete Map is not rendering AO, only the flat color. Any suggestions? Thanks.
Hi Clint, this tutorial is great except for one problem I am having. When I apply the modifier and open the editor, the uvw map is much bigger than the chessfield-workspace. So when I try to scale it down, the textures on my model zoom in. If I dont scale the uvw map, then only a few textures are rendered onto their faces. Do you know how to change that?
What would be my approach if I had an object with multiple types of materials; steel, plastic, glass etc. I would still need the diffuse and spec for some of the plastic pieces (they have text on them) but would I just make a glass and steel material and assign it to the respective pieces when I take it into Unity?
I am making a Sega Saturn styled game in Unity, and a lot of this helps because I can render fake lights and effects intentionally onto the assets to give it that flat baked look that so many games had 20 years ago. Maybe not rendering the textures @ 1024 by 1024, more like between 64~128 by 64~128 for a lot my models haha (In essence, your tutorial works for even the weird things like these lol)
Hi, My specular maps are only rendering as a complete black box. Light is set to scene lighting and I'm rendering with mental ray. All of my render to texture settings match yours. Thank you.
#ClintDiClementi - Can you please tell me how to bake in corona using 3ds max. Everytime i bake in corona 1.4 the light pass comes black. Only beauty, diffuse and ao pass comes fine. Everything else is black. Please Help
Hi Clint I have to say this is by far the best explained Render to texture/Baking tut i have come across yet! and there is just one question i cannot get my head around and would really appreciate your help! Why did you use the Unwrap UVW Modifier with a multi-sub material editor for one box? I understand that you or I would use the Unwrap UVW Modifier to wrap a human Body, as it would be easier to render it in a wire frame modify it and Wrap it! What I cannot understand is why did you use them both?
i want to ask, when I export my 3dsmax model with unwrap texture its look fine when I render at 3ds max, but when I open the 3D file at unity the texture is all mess up, is there a way to fix it? I already tried baking texture and also tried to unwrap it again but still no result. and I have an skin modifier also because there is an bone i already animated
Just exploring an idea here... Instead of creating an object from one mesh, couldn't each element of the object be an individual mesh? Then you could just simply apply a different material to each mesh instead of UV unwrapping one mesh so as to map a different material to each face. Or am I missing something.
Hi Clint, when I try to make a "render to texture" of an object, it renders only the faces that I can see from the selected window (i.e. perspective window) and not all the faces of the object. Do you know why it makes that? Thank you
+Ludovico Ruggeri If you render a "complete map" it uses the light and will render a shadow as well. If you have no lights then it uses the default lights which usually generate from the view you are
Hi Clint, The render to texture tool worked perfectly a few days ago but when i render the same files today the saved textures are completely black though they show properly in the frame buffer. Also do i use the vraycompletemap if using vray or just the complete map is fine? same quesion for normals/bump.
+Mustafa Husainy If you are using VRay I'd use the ones listed for Vray. If they are completely black I'd check a couple things, in the Environment and Effects rollout, one culprit can be if you have added any exposure controls at all to a scene that may have stuck around. Another could be whether or not you are on default or scene lighting, you can check that in the viewport configuration settings.
Clint DiClementi did you know if there is a way to render to texture only the selected parts of my model? (i want to choose only some) and my rendered texture have got shadows on it so, how i can render my model without those shadows? thanks!
You can use a multi-sub object shader to render them to textures, simply use your rendered texture on the part of your model you do want, and leave the others as multi/sub-object materials containing a different texture or even a different rendered texture. Usually baking textures is done when you want to flatten the map for an entire object however and take it into a game engine that may not support things like the extra shaders in 3DS Max (multi/sub-object being one of them) instead they ask only for a single image in your color/diffuse slot.
I don't know if you already solved it, but I was having the same problem. I realised it was happening because I was choosing "CompleteMap" instead of "VrayCompleteMap" (you have to go down the list). Once I started choosing VrayCompleteMap, this problem was solved! I hope this is helpfull to you, or at least to somebody else having the same problem. :)
I follow your tutorial to a T, when I hid the render button it only renders out the visible part from my camera, unlike yours that shows everything, mine have several black holes from everything that is not view by the camera? Do you know if it only works with MR or also with Vray?
The render to texture dialogue works with VRay as well, are you hitting the render button inside the "render to texture" settings, or are you hitting the regular render button? I have never seen the render to texture window render the view from a camera myself.
Clint DiClementi I am using the button inside the RenderToTexture dialog, found out the problem was selecting diffuseMap instead of Vray DiffuseFilterMap. Always happens after hours of searching, then writing for support.. 2min later you find the solution..
+Nathan Lennox exporting normals maps always works best when you are going from a high poly model to a low poly model in the render to texture window like in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xY_mEy5X-fo.html Other than that I normally would utilize a bump map or greyscale image in a program like Crazybump to get a better normals map out of another image. The texture programs like that can even suck a really good normals map out of just a color photograph.
hey Clint, I cant seem to get my UVW unwrap back as it is supposed to be. So I have loaded in the bitmap as a diffusemap and when I apply it to a " new box" I get this weird tiling as shown in underneath screenshot. I know I must be doing something small wrong. Hope you are still active ! puu.sh/hL6yB/a9d6969eff.png
Clint DiClementi one of the main diffrences I did from the tutorial is that I did not make a uvw map.first, but assigned diffrent colors to each side (with polygon face) after that I select the whole thing add uvw unwrap switch to channel 2 and open the editor. from there I disable culling and select all and ptess flatten. brb. going.to fire up the pc
Clint DiClementi Clint I have put down a full writeout with screenshots of what I am doing. Feel free to ask. My goal is to texture a whole building with lightning and render it to texture and put it into Unreal Engine 4. ( model is way to big for lightmap generation ) ---------------------------------------------------------------------------------------- I start off with two duplicate boxes. puu.sh/hLyPg/f8aa3c060f.png I assign materials to the faces of one of them puu.sh/hLyVA/d59c26d940.png Add the UVW wrap, Select the whole model and UV Edit. Select channel 2 ( Move the assigned things from 1 to 2 witht he dialog box) And flatten the image. puu.sh/hLyXa/f58710de9a.png Settings of the Render to Texture puu.sh/hLz48/98f3b209b0.png puu.sh/hLz4D/56e380cc65.png Result render puu.sh/hLz5m/a33317a8da.jpg Select the other box, add a UVW wrap modifier, add the material to the compact editor. puu.sh/hLz75/77bbdb3876.png Uncheck Real world coordinates puu.sh/hLz93/9e587feea8.png Mapchannel 2 puu.sh/hLzay/4a4de6a820.png Mapchannel 1 puu.sh/hLzb9/d23a8c5f2a.jpg