Okay, I've recently set to the goal of recreating all the in-game models in 3DS Max after a suggestion from Eld. It gives me, a texture modder, the benefit of being able to see my new textures on models without having to chase them around in a game and get killed. I can also pose and get various angles of them quite easily.
However I have run into a few snags. First off, it seems like Max doesn't support transparency in the textures. Apparently I have to use an alpha map... which completely breaks my will. I don't want to use an alpha map because currently I'm use a multi-object material to handle the textures and that means I'd have to handle ANOTHER texture for each face of the object just to support transparency.
First, does anyone know how to get a texture to support transparency from the image file? I'm really pushing to use the default texture templates here instead of having to recreate new ones(and hopefully not multiple ones).
Secondly, is there a better way to go about texturing these models? Currently I'm using a multi-object material for each shape. Which means six more additional materials per part of the model.
It really becomes a pain in the ass. However like I said I'd like to use the default texture templates. If my method is the only way then I guess I'll deal with it, but it really is a pain in the ass.
1: I couldn't find the answer you were looking for. When you mentioned that 3ds Max didn't seem to recognize when a bitmap had transparency, I thought that was weird, but it is true... :/ I searched and tried some methods and didn't get any results. :sad.gif:
2: Have you tried UV mapping? That might be what you are looking for. Instead of applying multiple textures to different objects; you apply a single image to one object with out using multiple materials and such. Here is an example of a UV map.
This is an UV map of a house, you can see the different sections and parts of it. Then since MineCraft models are simple your UV map will be squares and rectangles and instead of six or more materials you have one image you apply to an object. I would suggest looking up UV mapping and UVW mapping tutorials. :smile.gif:
Just make a mask of the transparencies while you are image editing, and use that as your alpha map. Its pretty easy to do on the fly. I'll have to dust off my old pc with max on it to go into more detail about the max parts, but most decent image editors have have a transparency to mask function.
I'm guessing you are already uvmapping to the original mob pngs. You would have to change 2 textures in your material, instead of just one, but its not that hard. I think it is possible to get it set to use the same image as both the diffuse and alpha texture, by having the alpha map from transparency. That way when you update the image both maps will update too. its generally not as clean transparency in the renders as making a map is though.
Try setting up a material with the same texture for diffuse and alpha, and play around with the alpha settings. It might achieve what you want.
I'll get my max running on my new pc, because that really is a good idea. I plan to do some mob editing too.
Making an alpha mask isn't hard, it's using it with the method for texturing I already implemented. I wanted something simple so I could just plug in a different texture instead of maintaining multiple textures and alpha masks.
I tried UVW wrapping(I've had some experience before) but I can't seem to get it to work with the default layout very well, which kind of sucks. It's hard to get the accuracy I need because it blurs the map.
Well I'm pretty good at unwrapping, if you want me to take a crack at it. I've only got max 8 though, so if you have a higher version I might not be able to open your max files.
Don't look like much, but all sides of each part for each mob source to one material. Skelly still has a trans mask, I couldn't find a setting to make it look good without it.
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Curse PremiumHowever I have run into a few snags. First off, it seems like Max doesn't support transparency in the textures. Apparently I have to use an alpha map... which completely breaks my will. I don't want to use an alpha map because currently I'm use a multi-object material to handle the textures and that means I'd have to handle ANOTHER texture for each face of the object just to support transparency.
First, does anyone know how to get a texture to support transparency from the image file? I'm really pushing to use the default texture templates here instead of having to recreate new ones(and hopefully not multiple ones).
Secondly, is there a better way to go about texturing these models? Currently I'm using a multi-object material for each shape. Which means six more additional materials per part of the model.
It really becomes a pain in the ass. However like I said I'd like to use the default texture templates. If my method is the only way then I guess I'll deal with it, but it really is a pain in the ass.
2: Have you tried UV mapping? That might be what you are looking for. Instead of applying multiple textures to different objects; you apply a single image to one object with out using multiple materials and such. Here is an example of a UV map.
http://www.republicofcode.com/tutorials ... UVmapp.gif
This is an UV map of a house, you can see the different sections and parts of it. Then since MineCraft models are simple your UV map will be squares and rectangles and instead of six or more materials you have one image you apply to an object. I would suggest looking up UV mapping and UVW mapping tutorials. :smile.gif:
I'm guessing you are already uvmapping to the original mob pngs. You would have to change 2 textures in your material, instead of just one, but its not that hard. I think it is possible to get it set to use the same image as both the diffuse and alpha texture, by having the alpha map from transparency. That way when you update the image both maps will update too. its generally not as clean transparency in the renders as making a map is though.
Try setting up a material with the same texture for diffuse and alpha, and play around with the alpha settings. It might achieve what you want.
I'll get my max running on my new pc, because that really is a good idea. I plan to do some mob editing too.
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Curse PremiumI tried UVW wrapping(I've had some experience before) but I can't seem to get it to work with the default layout very well, which kind of sucks. It's hard to get the accuracy I need because it blurs the map.
Don't look like much, but all sides of each part for each mob source to one material. Skelly still has a trans mask, I couldn't find a setting to make it look good without it.
Files here.
If you're having problems with blurring during renders, uncheck filter maps under antialiasing in the renderer tab.
So why did you think is was necessary to bring it back then?