Hi
I use pix4d to export a 3D textured mesh model in the obj format, the texture is generated in many .jpg files, which contains a 2D planar RGB image with the values for each pixel of the triangles that form the 3D Textured Mesh.
https://support.pix4d.com/hc/en-us/articles/202560669-How-to-generate-the-3D-Textured-Mesh#gsc.tab=0
When I have lower resolution model export from the pix4d, the texture is just one single image, and this is draped on the mesh automatically, but since the texture is larger than 32768x32768, the texture is split into many images of 4000x4000, and when importing the file now, the mesh is just white with no texture.
My question is, how do I import this file into 3DS max so that all the textures are positioned and aligned correctly on to the mesh?
Replies
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#use
so instead of
How to import 3D texture mesh (tiled texture file)?
try
[3ds Max] How to import 3D texture mesh (tiled texture file)?
Don't you have a .mtl that comes with your .obj ? Maybe you got an option in pix4d to generate it ?
Maybe max doesn't find the texture path, or simply the textures are there but not shown in the viewport. Do you have multiple materials in max ? Do they link to texture files ?
You graphic card can't display 256 8k*8k texture in real time.
You can tell max to reduce the diplayed texture resolution but i would resize the original texture files instead (or tell pix4d to generate smaller textures), because you got no gain from your resolution. All you have is blurred pixels.
I'm pretty sure you can resize at 512*512 or 256*256 and you wont notice the difference. And the loading will be way faster.
To tell max to not display the textures at full resolution, you have to click on the [+] sign in the top left corner of a viewport>configure viewports>display performance and lower texture maps to 512 or 256. Which you should do before loading your file.
My problem is that when I import the obj with the 256 8k*8k textures, then the model is completely blank! there is no textures that are imported at all...I don't know how to import an obj file where the textures are in several images instead of one
Just check that in your obj import options you have textures coordinates, import materials and show maps in viewport on.
But again you resolution is overkill. Your source photos are nowhere near that accuracy, because your textures are blurry.
16 * 8k² = 32k²
256* 8k² = 128k²
So it's like loading a 128 000 * 128 000 pixels texture.
It's nonsense to display that in realtime.
- Does the display performance under viewport configuration decide the texture resolution of the model when I export it again? Or does it only affect how I VIEW the model in 3DS max when working on it?
- Does the texture map adjust the resolution for EACH image? Or is it the texture maps (512/256 and so on) for the total image size of all the images combined?
Usually, you don't want to embed the textures in your exported file anyway. You'll just copy paste them in your engine project.
You have to optimize your assets, and be coherent with your hardware. Especially for VR.
If your incoming picture is a 1k, and you are outputting a 2k texture, you wont get a better definition, and you'll get more impact on hardware. You're not adding any quality.
So no, you don't want as high resolution as possible. Also i doubt your engine will load a 128k texture either unless you use some streaming voodoo (which would still be nonsense considering your source resolution).
I use a program called Fuzor to display the model in VR, now I'm testing the workflow, my planned workflow is like this for now:
Pix4D exports a obj model together with 8k*8K images (max resolution output of Pix4D is 128K*128K, but I chose tiled images with 8k*8k resolution, in total 128K*128K. (I know the quality is not that high in these pictures, but that's not important for now, as this project is just a sample project to find what is possible)
->
The model is imported into 3DS max, where I do some adjustment to the mesh. The texture is then baked onto the mesh, and then exported as FBX, and texture has (hopefully) the same resolution when I export is as it came into 3DS max.
->
Open FBX With texture in Fuzor, together With other types of models for use in VR.
But since it only affect the viewport and it is per texture, then I can just go for a very low res in the viewport and then import all the 8k*8K Pictures (as I do now), as the model will inherent the total texture size of 128k*128K when I bake it and export it to fbx?