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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Texture error in 3ds max

Author Topic: Texture error in 3ds max (4 messages, Page 1 of 1)
Moderators: Dennis

Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Apr 26, 2010 07:23 AM    Msg. 1 of 4       
Okay, I got a model in 3ds max 8, it's the Halo 3 ODST Covenant Capital ship (I know, I know, don't start about "ripping is bad", it's just for pretty renders or some stuff). Problem is, the model shows up, but is black. Pitch black. I try to apply a material to it, but it stays black, in both viewports and renders. It's applied, but it doesnt show up. I'm wondering if this is because of the ripping process (I used Alteration), my version of 3ds max or something else. Has anyone encountered something like this, and do you know how to fix it?


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Apr 26, 2010 01:11 PM    Msg. 2 of 4       
well it may be that the model has the normals flipped and you are seeing a black back face. Other than that, not sure why the textures wouldn't be applying.


Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Apr 26, 2010 03:09 PM    Msg. 3 of 4       
It isn't the normals, I already checked it. Another thing you might wanna know: when i convert to editable mesh/poly etc, it changes into a non-black color (green for example), but when I apply the bitmap, it just becomes a dull grey, instead of the actual texture. Okay, it's the ripping process. Apparently, Alteration doesn't rip uvw's correctly, or at least not how mine does now. Does anyone know a good way to get the uvw's, or will I have to do it myself and probably just drop it?
Edited by Bokito on Apr 26, 2010 at 03:32 PM
Edited by Bokito on Apr 26, 2010 at 03:47 PM


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Apr 26, 2010 04:38 PM    Msg. 4 of 4       
Well have you tried creating a UVW unwrap? it will show you if any previous UVWs have been made and retained in the model.

 

 
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