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3D Max baking questions

I am trying to get textures baked and put into Anark. I'm using the Render To Texture options, and in max, the baked texture looks great. When Render To Texture bakes an object, it applies an Automatic Flatten UVs to the object. In Anark, it uses the original UV map settings, which applies the baked textures incorrectly. For example, if Im baking a floor, and in Max, that floor has a small tiled carpet texture, a texture that is repeated 50 times over the entire floor. I bake the the textures of that floor, saving all the lighting and shadow textures. When I import it all into Anark, it takes my new baked texture and tiles it 50 times across the floor. What am I dont wrong with bringing the object out of Max (which uses the baked materials perfectly)?

Thanks for any help!

Replies

  • ChaosEidolon
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    ChaosEidolon polycounter lvl 17
    Well, from the sound of it you have some massive tiling going on for that repeating pattern. when you export the model, it's maintaining that tiling info, but you are making your maps to a single full size texture map.

    Bake the texture just like youve been doing, but before exporting your 3d model for anark, set the tiling on your material to 1.

    That way the baked texture should show up properly.
  • Mark Dygert
    I have no clue what Anark is or why you are using but I think I can offer up some kind of help.

    1) You can turn off the auto unwrap but going to Rendering > Renter To Texture > Mapping Coordinates > Object > Use Existing Channel.
    Make sure this channel is the same channel as your Unwrap UVW modifier, it defaults on both modifiers to 3 so you should be ok if you haven't changed it.

    2) I would suggest unwrapping your floor as one big object like you want it in Anark. Then in the material editor go to the carpet tile material and under coordinates set the tiling to something that is close to what you had before.
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