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Ut-Oh

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Everything posted by Ut-Oh

  1. I am new to using O2, so I'm probably missing something simple, but... I'm working with a model in 3ds max 7. I did the UVmap, created a basic test diffuse map (512x512) and applied it. I then exported as both .3ds and .obj formats to see which performed better in O2. I went with the .3ds format. When I imported it into O2, I opened UV Editor and found that it had rearranged the uv map. Applying the test texture I created gave strange results. You can see the texture tiled in the above UV Editor pic. So just to check, I opened it in Buldozer. It would seem I need: 1) A 3ds max .p3d plugin so I could bypass O2 altogether or 2) Some kind soul to direct me to more detailed tutorials on the UV Editor aspects of O2 (the wiki is a dead-end BTW) It seems to me that I could just regenerate the texture map from O2's UV Editor and then go from there, but I have found nothing on this topic at all. note - yes I did use the search function....and google has asked me to kindly stop using their services regarding this issue because their internet search monkeys are threating to go on strike.
  2. Ut-Oh

    3ds max to O2 uv issue

    I finally made some progress. What I couldn't understand was how to render the uvmap from the UV Editor to an image I could work with in photoshop. So this.... ...into this The only export function for UV Editor is emf or wmf format, neither of which is supported by PS. So I found a convert app, and created a targa image to make the texture on. Then I used TexView to create and replace the previous paa texture file and resized the uvmap in UV Editor (thanks Von ). I left the wireframe as an overlay so you can see the geometry deformations. I think I'll backtrack a little bit...I'm wondering if o2 has issues with the way max sets up smoothing groups ?
  3. Ut-Oh

    3ds max to O2 uv issue

    Thank you for your replies. XSparky, although the screenshot doesn't show it, the unwrap is within the blue box. It rendered correctly and I was able to paint it and apply it in max. And I did select export coordinates. I played with the settings some in both 3ds and obj formats...just taking shots in the dark lol. Von Rundstedt, that's a good suggestion. But since some of the unwraps have been moved in o2, I'd can't use the orginal texture. Is there a way to bake the texture map in o2? If so then my problem would be solved....I'd just paint a new texture to match the altered UV layout. Blackjack, I'm not sure I understand what you're saying. Could you elaborate on making sure the uv is between 0 and 1? BTW, I tried obj with various settings and kept getting this error: Again, thanks for your help.
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