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#1
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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? |
#2
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What format are you exporting the model to?
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#3
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.ive, but I've tried .3ds and several others -- same result.
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#4
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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
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Thanks for the reply -- I've attached the settings I'm using.
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#6
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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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#7
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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
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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. |
#9
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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
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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
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here is the second set of screenshots
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Tags |
baking, shading, shadows, texture |
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