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Texture Mapping and Blending [message #387169] Wed, 20 May 2009 09:48 Go to next message
The Party is currently offline  The Party
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Colonel
Okay so I have this problem that when I make some meshes connect, how do I get my blending to look better? I am also using 3ds max aswell.

index.php?t=getfile&id=10749&private=0
  • Attachment: lehelp.PNG
    (Size: 883.22KB, Downloaded 322 times)


War is Peace.
Ignorance is Strength.
Freedom is Slavery.
Re: Texture Mapping and Blending [message #387170 is a reply to message #387169] Wed, 20 May 2009 09:51 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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General (1 Star)
First of all use UWV Map on your meshes so they tile up right.

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Re: Texture Mapping and Blending [message #387191 is a reply to message #387169] Wed, 20 May 2009 11:07 Go to previous messageGo to next message
The Party is currently offline  The Party
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Colonel
I did and that is what I got.

War is Peace.
Ignorance is Strength.
Freedom is Slavery.
Re: Texture Mapping and Blending [message #387195 is a reply to message #387169] Wed, 20 May 2009 11:09 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Colonel
Is that one plane? Or do I detect multiple planes?
You should just use one plane with alpha blending which should work perfectly.
Re: Texture Mapping and Blending [message #387196 is a reply to message #387195] Wed, 20 May 2009 11:11 Go to previous messageGo to next message
The Party is currently offline  The Party
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Colonel
It was one plane but I dettached part of it and made a tib field. So it is two planes.

index.php?t=getfile&id=10750&private=0
  • Attachment: 3ds.PNG
    (Size: 252.88KB, Downloaded 257 times)


War is Peace.
Ignorance is Strength.
Freedom is Slavery.

[Updated on: Wed, 20 May 2009 11:12]

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Re: Texture Mapping and Blending [message #387208 is a reply to message #387196] Wed, 20 May 2009 12:25 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Colonel
a method is to attach them (the planes) again and weld the vertices, then apply a new UVW map

did you use plane ore box whit the uvw map?


Moding can be real Fun...
Re: Texture Mapping and Blending [message #387214 is a reply to message #387208] Wed, 20 May 2009 13:27 Go to previous messageGo to next message
The Party is currently offline  The Party
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Colonel
So the attaching worked fine and so did reapplying the UVW map to the whole mesh but with export I got this problem:index.php?t=getfile&id=10751&private=0
  • Attachment: max error.PNG
    (Size: 348.63KB, Downloaded 231 times)


War is Peace.
Ignorance is Strength.
Freedom is Slavery.
Re: Texture Mapping and Blending [message #387260 is a reply to message #387169] Thu, 21 May 2009 01:23 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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General (1 Star)
Delete all of your Renegade Materials and start again or try and find any reasons within the materials' settings the exporter is complaining about. Possibly one of your meshes has too many passes?

Alternatively you could have placed the gizmo for every one of the UVW maps at the same coords (expand the UVW map modifier).


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Texture Mapping and Blending [message #387261 is a reply to message #387260] Thu, 21 May 2009 01:28 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Colonel
oh yea, forgotten to tell you that
If you attach planes, there materials must have the same amount of passes.

so, what I am saying is that you should make a other pas on your ground terrain.


Moding can be real Fun...
Re: Texture Mapping and Blending [message #387294 is a reply to message #387261] Thu, 21 May 2009 05:45 Go to previous messageGo to next message
The Party is currently offline  The Party
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Colonel
So can I make another pass, but not add a texture to it?

War is Peace.
Ignorance is Strength.
Freedom is Slavery.
Re: Texture Mapping and Blending [message #387360 is a reply to message #387169] Thu, 21 May 2009 12:52 Go to previous messageGo to next message
Slave is currently offline  Slave
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Colonel
You can keep your meshes separated. Texture them individually. Next select all meshes, and apply an UVW map to the selection.

Re: Texture Mapping and Blending [message #387424 is a reply to message #387169] Fri, 22 May 2009 01:21 Go to previous message
Blazea58 is currently offline  Blazea58
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Commander
What i always used to do was just texture everything with the exact same texture on pass 2 and use pass 1 for all your different materials.

Then when it comes to vertex paint, instead of putting it around the edges, put it in the middle avoiding any of the very edges of any mesh. Then re select every single mesh and redo the uvw all at once and it should be perfectly seamless.


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