> I think that the problem is that the program tries to use just 1 > texture for the whole model, Prefab doesn't support multiple materials per mesh and its not yet smart enough to correct mappings that are not precise (out of 0-1 range) this means that if you have a correctly mapped mesh with one single material you will get nice results, if its having offsets, repeats or shared faces you will get artefacts.
Unic mapping is one of the feature, I hope be able to implement soon. As about the weird behavior for the uv mapper you describe, please use the report function or mail me offline your model so I can test it. Fabrice On Jan 10, 2010, at 8:55 PM, Seikent wrote: > 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 :)
