Thanks for the info, I sent you the model ;).
On 10 ene, 22:48, Fabrice3D <[email protected]> wrote: > > 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 :)
