darkness_02 opened this issue on Dec 29, 2004 ยท 16 posts
darkness_02 posted Wed, 29 December 2004 at 9:21 AM
Well I'm at the min trying to creat a space ship. But I'm can't get my textuer to work in the Materials Lab. I created the ship in wings 3D and exported and inported it as a wavefront .obj file... and when I try to creat a pictuer texter from it the body work just go total black...
HELP ME PLZ
thanks from darkness
You imagination is your only limitation.
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CrazyDawg posted Wed, 29 December 2004 at 9:25 AM
darkness, this might help you, it might not but try moving the Abience and Diffusion dot over. If you find that the texture goes to bright after doing that move the Abience dot back or just lower the Abience setting.
I have opinions of my own -- strong
opinions -- but I don't always agree with them.
darkness_02 posted Wed, 29 December 2004 at 10:21 AM
I've got it working at last.... :D
You imagination is your only limitation.
Check out Dark Design for freebies for your own artwork.
MoonGoat posted Wed, 29 December 2004 at 12:55 PM
Darkness, are you working on Bryce 4 or 5?
Quest posted Wed, 29 December 2004 at 1:36 PM
Darkness, it seems you havent applied UV mapping to your model so Bryce doesnt know how to handle the texture. Im not familiar with Wings3D or even if it has a mapping module but if it does, apply either planar or box UV mapping to your model. Looking at the texture in the component window it seems your texture needs to be applied as planar from top to bottom. Once you apply the texture a .mtl file will be created containing the mapping information and this will tell Bryce how to handle the texture. If Wings3D doesnt have a mapping feature, then you need to go to an outside 3rd party source such as UVMapper or Unwrap3D to do your mapping. These are both good but UVMapper has a free demo which allows you to save your results, Unwrap3Ds demo doesnt allow saving. When mapping, you must move and scale your model objects (parts) to fit exactly onto your texture. This operation depends on the mapper youre using. Also, to get a clearer texture on your model, try putting a bead in the Diffuse and ambient dents or in the diffusion and ambience dents or all four. Further, to use the original texture map also as a bump map, in the 2D pic editor, under the first window, click copy and in the center window click past. This also helps when using the original as an opacity map. One more thing to remember, after youve UV mapped your model, select parametric and make sure everything else is disabled (not checked). If your map is either too big or too small for your model and your map doesnt fit snugly over your model, check-on (enable) pic interpolation this helps to interpolate the image pixels when stretching or shrinking the texture to fit.
Quest posted Wed, 29 December 2004 at 2:03 PM
P.S. To say; Mind you, you dont have to use the original texture as the bump, specularity or opacity map, you can create your own separate textures for those using the same UV coordinates and using the original texture map as a template.
electroglyph posted Wed, 29 December 2004 at 3:57 PM
If you were using transparency you would need to have a second texture loaded in the Leo window. As it is you can just click the button next to the word transparency to turn it off. Click on the little triangle next to the Leo window and a pull down menu will pop up. Make sure the material is normal instead of blend transparency. That might help your image show up.
pakled posted Wed, 29 December 2004 at 5:49 PM
Wings does have a mapping procedure, even is supposed to UVMap (someday I'll get around to figuring it out)..but here's what I do..
While in Wings, go to face mode, and select face areas you want to have a certain texture. Then go to the menu, right-click on material, and set the area you've selected to a certain color.
Repeat this for as many texture/colors as you want to have
then export as an object to Bryce, and once you're in Bryce, position the mouse over the area you want to texture, then use Ctrl+click, and it will select that area..apply a mat from Bryce, repeat until done. Back soon.
Message edited on: 12/29/2004 17:51
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
pakled posted Wed, 29 December 2004 at 5:52 PM
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
pakled posted Wed, 29 December 2004 at 6:02 PM
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
CrazyDawg posted Wed, 29 December 2004 at 6:33 PM
pakled that is one neat looking spacecraft, made for speed :) but could i suggest that you turn the nose into something more aerodynamic, maybe a bit longer from the window and round it off ;)
I have opinions of my own -- strong
opinions -- but I don't always agree with them.
Zhann posted Wed, 29 December 2004 at 10:48 PM
Looks like you're in good hands...
Bryce Forum Coordinator....
Vision is the Art of seeing things invisible...
pakled posted Wed, 29 December 2004 at 10:55 PM
sure..no problem..it was just a quickie..I was explaning to someone what Wings could do..so it's no biggy..;)
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
MoonGoat posted Wed, 29 December 2004 at 11:07 PM
Hey, a teardrop is the most aerodynamice shape. Other blunt-nosed shapes are quite similar. 8th grade science class :)
Quest posted Thu, 30 December 2004 at 5:19 AM
Oooo, nice doing Pakled, great looking model. What kind of light source you using there? I figured Wings3D had built-in UV mapping but wasnt sure, now I am. LOLaerodynamics works well in Earth air but is useless in the vacuum of outer space and we all know that no 2 planets have identical atmosphereselementary school science 101. 8D
pakled posted Thu, 30 December 2004 at 9:43 AM
uh..this was basic..default settings on everything but the mats..only cheat was to make the cockpit transparent, and put a radial light inside, and set to blue..;)
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)