I have created a large 3d model using 3DS max 7. There are about 20000 polygons and 115 textures files are applied for the model. .TGA file format is used for textures. then .3ds file is converted to .X file format using deep exploration plugin.
my problen is that the .X file completely miss some textures. it shows black color for the missing textures. why is this so?
how should I do textures mapping in 3ds mAX modeling software? currently I am using multi-sub objects maping.
texture mapping for .X file
Started by Pushapjit, Mar 23 2006 09:08 AM
3 replies to this topic
#1
Posted 23 March 2006 - 09:08 AM
#2
Posted 23 March 2006 - 03:45 PM
Are you exporting your max scene to a .3ds file and then converting it to .x? If so, then you have a lot of conversions and you don't know exactly what occurs in those conversions.
If you're using a plugin to convert directly to .x, then you should try to find out what this plugin supports as texture mapping. Probably the plugin doesn't support sub materials...
The best way to export meshes is to write your own plugin. Then you know exactly what's going on and you can export everthing you need, the way you need it. But beware because the maxsdk is not the best piece of software around!
If you're using a plugin to convert directly to .x, then you should try to find out what this plugin supports as texture mapping. Probably the plugin doesn't support sub materials...
The best way to export meshes is to write your own plugin. Then you know exactly what's going on and you can export everthing you need, the way you need it. But beware because the maxsdk is not the best piece of software around!
#3
Posted 23 March 2006 - 04:35 PM
I do not know 3dMAX well enough to advise anything conclusive - but apparently 3dMAX simply "misses" to write the textures in the x.files. Check by opening your x.file in f.ex. notepad and search for "Texturename".jpg.
It is probably not included in the X.file ! I have the same problem when using Cinema4D - Meshes are textured fine when in Cinema4Ds native format, but when I export them to X or 3ds files the textures are missing. I bought Milkshape just to correct that problem - I export the mesh from CinemA4D as a x-file, then I import said file into Milkshape and in Milkshape I then texturizes the file and finally export it (again) - now the textures are "written" correctly into the file. Alternatively you can also use a small, but good shareware program called tattoo to texturize your x.file. It does the trick too....
Best regards
It is probably not included in the X.file ! I have the same problem when using Cinema4D - Meshes are textured fine when in Cinema4Ds native format, but when I export them to X or 3ds files the textures are missing. I bought Milkshape just to correct that problem - I export the mesh from CinemA4D as a x-file, then I import said file into Milkshape and in Milkshape I then texturizes the file and finally export it (again) - now the textures are "written" correctly into the file. Alternatively you can also use a small, but good shareware program called tattoo to texturize your x.file. It does the trick too....
Best regards
#4
Posted 24 March 2006 - 02:46 PM
JXMcKie27 said:
I do not know 3dMAX well enough to advise anything conclusive - but apparently 3dMAX simply "misses" to write the textures in the x.files.
What do you mean by that? 3dsmax doesn't even support .x files! You need a third party plugin if you want to export to .x files, and it is the responsibility of the plugin to export everything correctly.
Maybe you can try to use the max plugin provided with the DirectX SDK...
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