Texturing problem

Texturing problem

Anonymous
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18 Replies
Message 1 of 19

Texturing problem

Anonymous
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Hi. I am having a problem texturing some of the objects in my scene. It seems that the material is being mapped multiple times on the objects polygons.See screenshot. Any help would be appreciated.

 

texturing.jpg

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Accepted solutions (1)
1,675 Views
18 Replies
Replies (18)
Message 2 of 19

Anonymous
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Probably showing the UVs would help to understand the problem

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Message 3 of 19

Anonymous
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The train door object must of had a UVW map applied but nothing is showing in the modifier stack. Just editable poly. I applied a bitmap to the object but showing as scattered. here is the UVW map image.

 

engineerCabDoor.png

 

 

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Message 4 of 19

Anonymous
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To check the UVs add a unwrap modifier and open the UV editor. This will allow to see the current problem of UVs.

That image is the bitmap applied but not the UVs, and won't allow in his own to check the problem.

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Message 5 of 19

Anonymous
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I updated the UVW map on my model to be the same as the original but the texture is still random.

 

MineMineOriginalOriginal

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Message 6 of 19

Anonymous
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Could be material ID? Try to set all faces with the same ID, typically 1

If that doesn't work delete the bitmap map and create a new one with the same texture, to be sure there is no setting wrong.

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Message 7 of 19

PropChad
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Does it render exactly as it looks in your viewport? If you turn Backface Cull on to makes sure you just aren't getting artifacts from the faces on the backside. If they are too close together, you can get artifacts like that. Is there any modifiers on that door that might be reordering the vertices destroying your unwrap?

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Message 8 of 19

Anonymous
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To be sure the UVs are the really used the Unwarp must be in the top

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Message 9 of 19

Anonymous
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All the polygons material IDs are set to 1. I've tried before recreate a new material with a new bitmap but still the same result.

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Message 10 of 19

Anonymous
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The render is still the same even with backface cull on. There are no other modifiers on the stack.

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Message 11 of 19

Anonymous
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The Unwrap UVW is at the top of the stack. Still the same result.

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Message 12 of 19

Anonymous
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If you send the mesh to a dropbox link probably can be tested.

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Message 13 of 19

Anonymous
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Message 14 of 19

PropChad
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Accepted solution

Your UV's are completely messed up. If you open the UV Editor, then in the viewport, select the polygon below the window, and look in your editor and see which one is selected. Now select the one next to it. It is in a different location all together. Not sure how you did that? Did you load UV's after modifying the geometry? The vertex order would need to stay the same for that to work. In the unwrap window it appears that it is laid out correct, but you'll notice everything is a map seam, because nothing is welded. And you can't weld those vertices in the unwrap because they aren't next to the corresponding vertex.

 

Also note, your map is set to Real-World Scale, has nothing to do with the problem you are having, but it can cause weird things as well since you are working with unwrapped meshes, and not tiling textures.

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Message 15 of 19

PropChad
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Are you using GoZBrush? I have a feeling in between Max and ZBrush, your vertex order is getting recalculated. Same vertex count, just in the wrong order. So it appears correct in the unwrap, other than everything being a seam, which gives it away.

 

I don't use ZBrush for texturing, but you might have to jump to the Pixologic forums if this is what is causing your issues.

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Message 16 of 19

Anonymous
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Obviously any edit in zbrush or Max can mess the Uvs, I don't think that Zbrush destroys UVs simply because using GOZ. It would make GOZ useless

Not that is that usefull in his current non working version for Max 2018. I wonder in the new Zbrush 2018 will fix it.

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Message 17 of 19

Anonymous
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Thanks for all your help. It has proven most useful.

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Message 18 of 19

PropChad
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It might not be from GoZ itself, but it more than likely has something to do with his pipeline edits. There are custom attributes in the Editable Poly assigned to GoZBrush, so I'm suspecting vertices were added or taken away in ZBrush that 3ds Max is not updating too (or even the other way around?), resulting in the wrong order assigned to the vertices onto the unwrap. All speculation, but my best guess.

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Message 19 of 19

Anonymous
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Hi! Thanks again for all your help. I have been working though an Autodesk 3DS Max playlist at https://www.youtube.com/playlist?list=PLnKw1txyYzRkDT7ZH-2Mzd4hwZ_zjY_jt

Here is the link to the files I used

https://www.youtube.com/redirect?v=D7LaYg5-pB0&redir_token=mQQfGRMbkX7a9WOx7TCv-Cp_4LZ8MTUyMjQwMzMwO...

Some of the objects in the scene files that did not have the train textured had the problem I have been trying to resolve . It may be worth notifying the creator of this playlist about this issue so this may be rectified.

 

 

 

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