material or texture?

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material or texture? // Archive: Tech Forum

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Post by Weevil // Jun 28, 2007, 10:17pm

Weevil
Total Posts: 534
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I painted an object using a material using no displacement or reflactancy map. I saved a material in the UV mapping editor. Reset the material and painted the object using a planear UV projection from side on using the bitmap that I just saved. I only used the bitmap, still no displacement or reflectance. I then saved the object as a 3ds (a second one as a .x with "save object with full texture path checked") Is this object textured and can import into dark basic with the bitmap painted onto the object or does it still class as a material and won't import into dark basic with the bitmap painted onto it?

Post by Jack Edwards // Jun 29, 2007, 12:38am

Jack Edwards
Total Posts: 4062
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Saving the texture out via UVE is meant for markup for painting in a 3rd party app and really doesn't have anything to do with materials applied to your model.


If you're exporting to 3DS from Model side, I would recommend using Model's Material Editor to setup your textures before exporting. Procedural textures probably won't export at all or at least won't export well, so you'll want to stick to single layer bitmapped textures and use a basic phong reflectance shader.


I'm not sure about import into DarkBasic. Usually 3D game engines have their own way of handling textures and you'd have to load and apply the texture in DarkBasic anyway. So the more important thing is to make sure you got the UV mapping right. ;)


-Jack.

Post by Weevil // Jun 29, 2007, 6:25am

Weevil
Total Posts: 534
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The reason I saved the bmp in tthe UVE was so because I do a much better job of multi layer painting the object etc to what I want then compressing it to single layer (and I suck at 3rd party texturing)

I have UV mapped the object anyway BUT I have cylindrical mapped the entire object and then planear mapped individual faces with different bmp's. Do the rules change with this info added
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