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3d Max Texture burn?

3d Max Texture burn?

2004-02-23       - By Thomas Williams

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> >> Barry wrote:
> You may want to do it in 2 passes and merge them in Director via lingo -
> can be a pain, but the benefit is you can use a lower resolution
> lightmap and high res textures - you save tons on generated textures.

I don't understand the saving here. If it's texture size optimization you're
looking for, this can be done externally with Photoshop. ie If one generates
a baked texture in Max (using RTT), max generates a bitmap and also mapping
on the model (via a custom unwrapUVW modifier). Max provides a means to set
the resoltion in its RTT userinterface. If that's not good enough, then that
bitmap can be saved out,  brought into photoshop, scaled, optimized or
whatever, and then imported into director. Then reapplied to the model.
pretty strightforward.

> Of course, the exporter being what it is you'll never end up with the
> same order of vertices, so what people here tend to do is have a
> one-time importer routine that matches vertices and Uvs and stores in an
> intermediate format of their own choice.

yikes! that sounds complicated. what would be the intermediate format of
choice user data?
why is this necessary or beneficial? Not that I'm trying to chuff yer
breaches, i'm just wondering about this approach. (haven't used the userdata
yet)


<   Thomas Williams   >
[ www.biomorphica.com ]


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