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Post by stereostatic on Jul 11, 2005 12:33:14 GMT -5
That car is simply stunning I love it.
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Post by Al Heeley on Jul 11, 2005 16:19:36 GMT -5
ooh! Now thats sweet on the eyes! Nice work.
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Post by STRAHD on Jul 18, 2005 10:43:01 GMT -5
What do I have to do to get the car files into Maya, I need .obj files or something but how do I get them.
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Post by ThunderX86 on Jul 18, 2005 14:15:04 GMT -5
Can you import 3DS Files?
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keiran
New Member
Everybody makes mistakes. Thats why they put erasers on pencils.
Posts: 7
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Post by keiran on Jul 19, 2005 4:43:45 GMT -5
Okay I've got through most of the tutorial without problems but now I can't seem to find what I'm looking for. Heres a screen : I'm at this part here: -In material editor, select ID n°2. Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) The problem I'm having is I can't find the maps section :s It's probaly something stupid but any help is appreciated Keiran
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Linsen
Grand Master
Posts: 190
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Post by Linsen on Jul 19, 2005 4:59:55 GMT -5
You're right, it is something stupid : The material you want to change is not selected yet. Click on the field that actually reads "cromowheel_grip (Standard)". I'm sure you will find the maps section then .
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keiran
New Member
Everybody makes mistakes. Thats why they put erasers on pencils.
Posts: 7
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Post by keiran on Jul 19, 2005 5:05:53 GMT -5
Actually I should have posted this screen : I managed to get where you were saying but thought I might have done something wrong on my way there. This is the part im lost at : Open the « Maps » section and click on the texture’s name (Cromowheel_grip.tga) I don't see what I'm suppose to click :s Cheers Keiran
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Post by ThunderX86 on Jul 19, 2005 5:38:18 GMT -5
There isn't a name anywhere, because you don't have the texture files which are needed. The CMX importer uses tga files for default, but S2 uses dds files. You have two possibilities: Download the dds Plugin for Photoshop/Paintshop and convert all needed textures by hand to tga files; Download the dds Plugin for 3D Studio Max and use thoise textures directly in it.
To apply the texture on the mesh, you have to click one the button which says "None" at the diffuse slot. (second row). Now select "Bitmap" from the list and load the needed dds file from S2/data/dds.
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keiran
New Member
Everybody makes mistakes. Thats why they put erasers on pencils.
Posts: 7
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Post by keiran on Jul 19, 2005 5:45:31 GMT -5
cheers I did begin to think of that when I found that 3Ds Max didn't support DDS files. Now to find the DDS plugin for photoshop Keiran
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Post by Primoz on Jul 19, 2005 7:14:25 GMT -5
www.nvidia.comI just installed the DDS plug-in for photoshop (a long time ago) and everything worked fine and dandy. Oh and the probs, wrongly installed brazil
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Post by ThunderX86 on Jul 19, 2005 7:27:19 GMT -5
I think it's a lot easier to use the dds plugin for max, but it's also good to have it for ps. But I'll only use dds files for my newest scenes, i don't like to convert and repaint thoise squares in PS... that's boring... i'll color those white/light gray parts in max. As PIPI said, you can get both plugins at Nvidias developers section on www.nvidia.com
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Post by Al Heeley on Jul 27, 2005 15:45:47 GMT -5
I'm struggling here too! I can find the car skin, load up a bitmap, but can't assign material to the selection-that button remains greyed out. How do I get my skin texture assigned so it shows up in the render?
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Post by eddieturner2002 on Jul 27, 2005 17:09:54 GMT -5
You have to be in the skin material options menu...AKA have the skin material selected.
I don't see why else it'd be greyed.
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Post by Ian.H on Jul 27, 2005 17:11:48 GMT -5
shouldn't need to Al.. materials will already be assigned Hit the chequred cube button un the toolbar under the material balls and you should see your skin previewed on the model.. but if you've loaded the skin into the map slot, it's assigned already anyway(this assumes my scene packs anyway as I've converted all the required textures to .tga format already for convenience) Regards, Ian
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Post by Al Heeley on Jul 28, 2005 2:00:01 GMT -5
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