Turn off texture repeating in DS?

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  • almahiedraalmahiedra Posts: 1,365

    Have you try with not integer numbers between 0 and 1, for example 0.5?

  • Anyone else have an idea?

  • mjc1016mjc1016 Posts: 15,001

    Which ship are you using?

    It would be a bit easier to see if I was able to replicate what was occurring.

  • It's the USS Phobos

  • mjc1016mjc1016 Posts: 15,001

    It's the USS Phobos

    From where?

  • This is a conversion from the original 3DSMax version from trekmeshes

  • mjc1016mjc1016 Posts: 15,001

    It's the Trekmeshes one...

    The only other thing I can think of is to fix the UV mapping BEFORE exporting as an obj.

    I grabbed the LWO file and it is doing the same thing in Blender, so it's not a Studio issue.  The size of the images and the UV mapping are not matched up very well.  One area is perfectly sized image/UV match, the rest are all over the place.  So each one either needs to be fixed at the UV level OR the images need to matched to UV layout.

    I've got all the labels done...took me about 45 minutes to rescale everything so that they match the image size better.

    Now...on to the rest of the ship...the names of the images and the names of materials don't seem to have much in common.  The rest of the ship looks just as bad, if not worse.

  • The markings for the ship were done this way to make it easier to change the ship's name and registry, to create your own vessel.  The idea, if I recall, was to create a decal-like effect by using geometry that matched the ship's, but rode slightly above the surface.

  • mjc1016mjc1016 Posts: 15,001
    edited November 2015

    Here's how it looks the decal and UV layout...

    It isn't a matter of whether or not it's easily changeable.  It's that the layout isn't matching very well.

     

    And here it is scaled to match...

    And that rescaling does nothing to impede the use as a decal.

    imageupload20.png
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    imageupload21.png
    654 x 642 - 146K
    Post edited by mjc1016 on
  • Except it's not supposed to be that large.  I've attached a render of the ship to show what it's supposed to look like.  All of the textures are mapped and scaled correctly, It's just the repetition that's the problem.  If I can find a way to turn it off the ship will render correctly.

    loknar_class_ortho___uss_phobos_by_unusualsuspex-d6v58ap.jpg
    4000 x 2500 - 759K
  • BejaymacBejaymac Posts: 1,942

    It's an old issue I've ran into a few times back in my game modding days, it's almost as if those old versions of MAX could "constrain" the UV so the texture only appeared on the part they wanted it to, instead of stretched all over it, usully ment me remapping the damned things before they could go in game.

    In DS the built in image editor will allow you to change how the texture is displayed, by setting it to "Latitude Longitude" instead of "Standard", however this will only work in 3Delight, the OGL viewport will still show it repeated, as will the Iray Uber shader.

  • mjc1016mjc1016 Posts: 15,001
    edited November 2015

    That's because I had the wrong 'Phobos' image in that example.

    Here's a render with correct image and properly scaled to match UVs/images....

     

     

    phobos_7.jpg
    1024 x 800 - 163K
    Post edited by mjc1016 on
  • Bejaymax:  Max, and most 3D programs I believe, DO have an option to turn off texture tiling/repeating, Even Poser has this option.  Setting the textures to "Latitude/Longitude" works for the vertically tiled images, but not the horizontally tiled images.

    Looks like I'm going to have to re-do the textures.

  • BejaymacBejaymac Posts: 1,942

    Looks like I'm going to have to re-do the textures.

    Wont help you any, I have Matty's conversion and have already checked it, I increased the canvas size on the texture only to find it still wrapped the texture, just that now the name was narrower.

    Your only real choice is to remap the mesh, and you will have to watch what your doing as most of the UV's are out of bounds to begin with.

    No surprise Poser can deal with this, it's code is older than Poser is and is even older than the PoS this was UVMapped in.

  • Success!!  I went back and re-tried millighost's suggestion to use tdlmake,and it worked!

    DAZ Phobos.jpg
    1052 x 881 - 333K
  • I just had a look at my copy of what I think is the same conversion. There's also something very weird with the stripes and arrows on the underside. And is anyone else seing a few blacked-out polys here and there? Either I'm mis-selecting, or they're immune to reversing the normals. The biggest ones seem to be on the side airlocks just above the big Arboretum windows, around the airlock behind the Bridge, and on one side of the torpedo bay danglie. Or is there something else weird going on?

  • Actually, I downloaded the free MAX trial and exported the mesh directly.  I noticed the mattymanx conversion had the UVs flipped all over, no doubt trying to "fix" the textures.

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