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problem with uvw map and multi/sub-object maps


cakewalkr7
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I've worked through the uvw mapping chapter in the 3ds max 8 foundations book and it all seems to make sense. However, when I have tried to use multi/sub-object maps on a fireplace I can't get it to work and I'm pulling my hair out trying to figure out why. Here's how I have it all set up.

 

1. A multi material with 3 slots. Slot 1 is the marble for most of the fireplace, slot 2 is the brick for inside the fireplace where the logs sit, and slot 3 is a grate pattern under the fire area.

 

2. My polygons have the material Set IDs set to the cooresponding IDs from my multi material.

 

3. I have 3 UVW map modifiers set up on my editable poly with each one having a different map channel.

 

What is happening is that no matter how I set up uvw map modifier 2 and 3 (using channels 2 and 3), it doesn't affect the polygons for those channels. If I render it with those modifiers both on and off, the renders are identical, even though the size parameters are specific for the polygons those modifiers are used for.

 

Is there some trick to getting multi materials to work well with the uvw map modifier? I just don't understand why it works for some examples, but when I try what I think is an identical use, it doesn't work. Thanks.

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Yes Brian, after I posted it, that occurred to me and I reread that portion of the chapter. Sure enough, after doing that, I was able to make the adjustments I needed to. This program is so deep, it's easy to miss something and waste so much time trying to figure out what one little option you missed. I guess that's why we have this board:) Thanks!

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i don't know if I do this right but I take and set up the material ids then select the polygon faces. Then apply a uvw map to the faces. Once I have the uvw map set the way I want it I then right click on the object and convert it to an edible poly. This colapses everything and from what I understand it bakes the material into the object. It works for me but I guess it is user preference.

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MR Arch, I follow the same workflow and it works great for me. Maintaining huge trees of meshselects and uvw mods can bog down system rdsources after a while. I usually flatten the objects once things are looking right and move on.

 

Which brings up a secondary question... Is there a way in MAX to extract UVW information from a polygon should the need arrise?

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