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 :)

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