Game Development Community

Urgent UVW help needed

by Dom Ireland · in Artist Corner · 07/30/2002 (8:28 pm) · 8 replies

Hi everyone,

I'm rapidly approaching a deadline, and have hit a typical 11th hour hitch. I could really use someone's help on this, so I'm throwing myself at the mercy of the forum.

In short, I need to know if there's any way of going back through a stack of UVW Mapping and UVW Unwrap modifiers, changing the Map Channel for each one, WITHOUT losing the mapping info.

Basically, I made a model and mapped/unwrapped it. I then exported it as one texture file, and began painting it. It was only then that I realised the severe limitations of using only one texture file, and decided it would be much better if I split the mapping layout into three or four different files. With me so far?

So I read up on how to actually do that, and learnt that it's all dealt with in the Map Channels. So I've gone through the modifiers, changing the map channels accordingly, but when you change the map channel you also lose the mapping info of the UVW Unwrap modifier. So if I change the map channel, I lose any unwrapping and texture-correction I've done, resetting the UVWs to their original state. This is obviously a pain in the neck, as it'll take me ages to go through the whole thing again and re-unwrap it.

So my question is: Is there any way I can change the Map Channels without losing the UVW unwrap info? Or at least get the UVW Unwrap info back into the modifier so that it exports properly?

Any help is greatly appreciated. Thanks. :)

About the author

Recent Threads


#1
07/30/2002 (9:19 pm)
Its not that you are losing the information but that the information simply did not exist for that map channel.

Have you tried saving your UVW information to a file first before you change your map channel information on your modifier? You can then load your saved UVWs into the modifier again once you have changed your map channel.

Also, I hope that you know that Torque does not export additional map channel information beyond the first channel. Just thought I would FYI you before you get to far :)

Logan
#2
07/31/2002 (11:03 am)
Hi. Thanks for the reply. :)

"Have you tried saving your UVW information to a file first before you change your map channel information on your modifier? You can then load your saved UVWs into the modifier again once you have changed your map channel."

Yep, I've tried that. The problem that seems to be giving me is that when I come to Texport the mapping info, it differs wildly from what's actually shown in the UVW Unwrap editor. I'm not sure why, but when I texport, it shows extra lines and vertices that don't show up previously.

"Also, I hope that you know that Torque does not export additional map channel information beyond the first channel. Just thought I would FYI you before you get to far :)"

Really? But then how do you use multiple texture files on a model? By that I mean splitting the body parts' mapping info into separate files, so that one file handles the Head, another the Body, etc etc. How would you go about that without multiple mapping channels? It's the only way I've ever heard of doing it. Or is it simply not possible to use more than one texture file on a model in Torque?
#3
07/31/2002 (11:40 am)
You can use separate material ID's but not separate Mapping Channels.

When using two sets of Maps. I just do the UV's in one channel and use the MAt ID to work on them Separately.
#4
07/31/2002 (1:51 pm)
I'm sorry, I don't understand. I'm really new to this whole mapping thing, so I guess I just lack experience, but I don't understand how you can select certain areas and Texport them properly without using mapping channels. Whenever I try that, Texporter either only picks up one of the areas, instead of them all, or it simply garbles the mapping info and I end up with a mess of lines and vertices.

Could you please explain the process of mapping a model in order to Texport it out as multiple texture files? I'd be very grateful, because I just can't work out how it can be done without mapping channels. :o\
#5
07/31/2002 (2:18 pm)
Aside from reading this tutorial on Joe's method of unwrapping your mesh for a custom texture, you might want to also go back and do a little review of the 3DS Max tutorials and documentation, I will probably help you avoid problems like this in the future.

Logan
#6
07/31/2002 (2:50 pm)
I've read that tutorial, more than once. And I've done my best to look through the Max documentation. Neither of them have explained how to set up a model for multiple map files. The tutorial you linked to (and I presume made) only details how to Texport one overall texture file. I've followed that exact procedure before and had no problems. I've successfully managed to export one large file, but it just isn't detailed enough. I need to be able to export around three different map files, to give me the necessary space. I asked at Polycount, and was told by someone who tutors in 3D Modelling that I should use the mapping channels. But if Torque doesn't support it, then I don't know how else to achieve the desired result. For the last three or four hours I've been trying every combination I can think of, to no avail. Every method I've tried, every combination of Multi/Sub-object and Unwrap modifiers I've been able to think of, has resulted in Texporter garbling the info. So now I'm stuck, and I figured I would ask here in case someone could help me out. I'm sorry if you feel I've wasted your time.
#7
07/31/2002 (4:23 pm)
After applying the maps and stitching them together, collapse the model to a mesh.

Then select all the faces you want in map one and make them mat ID 1,

do the same with all the faces for ID two.

Etc...

apply a UV unwrap, go the the the little ID rollout on the bottom and set it to ID one. Rearrange the UVs.

Do the same with ID 2.

Etc...

Collapse the stack.

In texport, use the 'Only Id' checkbox and export file-one for texture one, file-two for texport two, Etc..

I hope this helps.
#8
07/31/2002 (8:42 pm)
Just got through doing what you suggested, Joe, and it does indeed seem to work. I'd tried reassigning IDs, but hadn't got all the way through before I gave up and tried something else. Wish I'd stuck at it now. I guess I just needed a little more experience with the modifier stack. At least now I know there was nothing wrong with the way I'd constructed the whole thing, I was just missing that last step.

I can't thank you enough for the help. Today has been very stressful. I owe you several. :)