It didn't work very good with prefab. I'm exporting a collada model from 3ds max 2009 using openCollada. It exports fine. I can open the .dae with other 3d programs fine.
When I load the file with prefab, it loads, the materials appear fine at first, but then a texture that should be only at the face (humanoid model) spread through the whole body. I'm not very familiarized with 3d modeling, just importing and exporting stuff, but I thought that the problem has something to do with UV mapping, but when I try to modify it, prefab doesn't do anything (the buttons go crazy in the UV map menu). I think that the problem is that the program tries to use just 1 texture for the whole model, but the model doesn't have a texture for the whole. I tried to get something using "render to texture" in 3ds max, but the result didn't worked in prefab. Any ideas? Thanks in advance. On Jan 10, 2:07 pm, Seikent <[email protected]> wrote: > It seems that prefab is what I'm looking for :). I'll try it. > > Thanks! > > On Jan 10, 1:48 pm, dp <[email protected]> wrote: > > > > > > > Use either your fav modelling program or prefab (http://www.closier.nl/ > > prefab/) to add the detail to your textures. > > > Import your model, set up some lighting, and then bake the textures to > > a bitmap. Then you can apply these textures to your model to give them > > the shading and extra details. hope that helps! > > > On Jan 10, 5:29 pm, Seikent <[email protected]> wrote: > > > > Hey! > > > > Yesterday I tested Away3d Lite and the speed was great, it allow > > > complex 3d models on a good framerate, way more than Away3d or pv3d. > > > > But I had a problem. The models I use have color materials that I need > > > to shade, without shading they are flat and ugly. I don't mind if I > > > don't have dynamic shading (if I move a light, I don't need the > > > shading to follow), just a nice material. > > > > Away3d Lite have ColorMaterial and BitmapMaterial basically. So I > > > think I have 2 options: > > > > 1. change the 3d model, so it uses bitmaps only. > > > 2. shade the material somehow (I don't know how), save the result as a > > > bitmap and load it. > > > > Do you have any ideas on this? > > > > Thanks in advance :)
