3d Max Texture burn? 2004-02-26 - By Geordie Moffatt
Back Has anyone tried to export a model from Max with UVs on multiple mapping channels? This would be an easy way of getting different UVs for the texture and the shadow map into Director. If not, you could always:
- Duplicate the model, then - give it a plain white material, then - bake it's texutre, then - export the origional model and the shadow mapped model to Director, then - rip off the texture coordiates and textures from the shadow mapped model and apply them to the normal model.
GM
-- -- Original Message -- -- From: "Neto" <neto@(protected)> To: <dir3d-l@(protected)> Sent: Friday, February 27, 2004 7:02 AM Subject: Re: [Dir3d-l] 3d Max Texture burn?
> > Then you rebuild in lingo at runtime (or save out using > > filesavemode, although personally I've never got that > > to work but not really spent long trying). It's all > > pre-processing so no big deal. > > > > Barry > > Filesavemode, unfortunally, won't save texturecoordinatelist changes :/ > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
__ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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