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  #1  
Old 04-12-2012, 01:35 PM
jde jde is offline
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Vizard Shaders vs. Texture Baking

I'm having a horrible time rendering some basic shading onto freely available models I've downloaded. Even if I clean up the geometry (Reset XForm, Collaplse, Turn to Poly, etc etc), I still get holes in the models after using Render to Texture (sending Complete Map to Diffuse slot) in 3DS Max. If I simply apply a texture and then export to Vizard, it's really hard to see the kind of depth and definition on the model that you can see in the 3DS viewports.

Is there a way to use Vizard's shaders or some other method to simply give a model the kind of shading and depth that you can see in the 3DS viewport? i.e. something simple that approximates the global illumination in .3DS without requiring error-prone texture baking?
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  #2  
Old 04-16-2012, 10:54 AM
farshizzo farshizzo is offline
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What format are you exporting the model to?
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  #3  
Old 04-16-2012, 11:19 AM
jde jde is offline
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.ive, but I've tried .3ds and several others -- same result.
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  #4  
Old 04-18-2012, 09:21 AM
farshizzo farshizzo is offline
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When exporting to .ive, are you enabling vertex normals and lighting in the export options dialog?
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  #5  
Old 04-18-2012, 11:40 AM
jde jde is offline
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Thanks for the reply -- I've attached the settings I'm using.
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  #6  
Old 04-18-2012, 12:03 PM
jde jde is offline
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I'm also attaching the original model file and my Render to Texture settings from 3DS Max 2012.
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File Type: zip venusdemilo.zip (312.3 KB, 944 views)
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  #7  
Old 04-24-2012, 09:41 AM
jde jde is offline
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I've tried adding the various unwrap modifiers rather than using the unwrap option in the rendering dialog -- doesn't seem to help.
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  #8  
Old 04-24-2012, 10:54 PM
chris_user chris_user is offline
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hello,

I attached the screenshots from max uv related.
on the left side is the provided uv in the model on the right side i simply put a unwrap uv modifier on it and in the uv editor done a pack uv.
I know its far away from perfect but it works for baking. in the zip document is the ive exported with the baked texture.
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File Type: zip milo.zip (379.6 KB, 923 views)
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  #9  
Old 04-26-2012, 07:13 PM
jde jde is offline
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Just a clarification: Did you unwrap only the stuff associated with the front of the model? If you zoom out in the Edit UVWs window, you can see that there are polygons for the sides and head as well -- did you pack those too?
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  #10  
Old 04-26-2012, 07:32 PM
jde jde is offline
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here is the first set of screenshots showing what i tried. i can't seem to get the same results as you did.
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  #11  
Old 04-26-2012, 07:33 PM
jde jde is offline
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here is the second set of screenshots
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