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Author Topic: Tutorial: Applying Textures (Pic Intensive)  (Read 1318 times)
Kirk

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« on: August 10, 2009, 12:21:26 AM »

This is just a tutorial to accompany the second part of my self illum tutorial. Most of you know how to do this, but some do not. This is for those who don't.

Today I'll be showing you how to apply textures to a BC model in Max 9. There are to be two parts to this tutorial, part one will go over the basics (diff, illum, and spec,) and part two will go over animated maps.

Before we can start, you will need to head over to SourceForge and download NifSkope. This will enable you to import and export BC's native .nif model format.

Now that you have that taken care of, let's import a .nif. Today we'll use CG's Sovereign.

Ok, first go up to file>import.

And load up the nif.

Your import settings should look exactly like this.

Now let's open up the "Material Editor" (m) and get to work.

Use the "eye dropper" tool to assign the material from that particular section to the slot. We'll start with the nacelle grilles.

First, scroll down to "Shader Basic Parameters" and change it from "Niftools Shader" to "Blinn."

Now, open up the "Maps" tab and you will notice that the illum map is already assigned. We will, however, need to make some adjustments to make it display properly.

Tick the "Alpha" box in "Mono Channel Output," "Alpha as Grey" in "RGB Channel Output," and "Image Alpha" in "Alpha Source."

Now we'll go back and apply the diffuse texture. Click the button next to "Diffuse" and select "Bitmap."

Locate the folder where the model's textures are and select the one you have assigned as the illum texture. (In this case grille_glow.)

Now, tick "RGB Intensity" in "Mono Channel Output," "RGB" in "RGB Channel Output," and "None (Opaque)" in "Alpha Source."

Congrats you have successfully applied your texture so that is it self-lit. Now on to speculars (also known as "shine" maps.)

The nacelle grille doesn't have it's own specular texture, so we'll be applying the saucer texture now. Follow the same steps above to apply the illum channel. Then, click the box next to the "Specular Level" and select bitmap, just like the illum map, only this time we'll apply the _spec or _specular file.

And there you are!

Once you have applied all of the textures, you should have a nice, textured model.
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CyAn1d3
I think ill have a beer.... or 2... thousand

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« Reply #1 on: August 10, 2009, 01:41:37 AM »

which version of nifskope r you using for max9?
jus curious? theres like a mile long list
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Kirk

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« Reply #2 on: August 10, 2009, 02:02:17 AM »

The latest build. I don't know, tbh.
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limey98

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« Reply #3 on: August 10, 2009, 09:23:54 AM »

I think it's also worth mentioning that you may want to turn down the intensity of the speculars, else it looks a little too shiny! That can be done my just changing the number beside the "Specular Level" map in the "Maps" rollout:



I've attached 2 images showing the speculars at 100 and at 20 (which is the figure I usually use).
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masteraccount

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« Reply #4 on: September 18, 2009, 08:44:13 AM »

I tried to do the same for the Galaxy class but this has happened.

Can you help me on this?
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Kirk

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« Reply #5 on: September 18, 2009, 09:21:17 AM »

Please post your material settings for the diffuse map and self-illumination map.
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limey98

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« Reply #6 on: September 18, 2009, 11:11:00 AM »

I tried to do the same for the Galaxy class but this has happened.

Can you help me on this?

Looks to me like you've not changed the settings on the diffuse map like Kirk said to.
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Dalek

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« Reply #7 on: September 18, 2009, 02:59:27 PM »

I concur. It took me awhile to figure that out for myself.
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masteraccount

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« Reply #8 on: September 18, 2009, 04:45:04 PM »

Diffuse: 100
self-illumination: 100
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limey98

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« Reply #9 on: September 18, 2009, 05:01:09 PM »

Diffuse: 100
self-illumination: 100

No, a screenshot of the complete diffuse and self-illum settings. Like you see in the 8th pic of the tutorial.
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masteraccount

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« Reply #10 on: September 18, 2009, 05:31:17 PM »


I use 3ds Max 9 32-bit on 64-bit Vista.



This is what's wrong:
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eclipse74569

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« Reply #11 on: September 18, 2009, 06:01:36 PM »

In the diffuse color section, where it says alpha source, click on "opaque" that should fix it smile
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Kirk

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« Reply #12 on: September 18, 2009, 06:02:58 PM »

You must have forgotten this step in applying the diffuse texture.
Quote
Now, tick "RGB Intensity" in "Mono Channel Output," "RGB" in "RGB Channel Output," and "None (Opaque)" in "Alpha Source."
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eclipse74569

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« Reply #13 on: September 18, 2009, 06:05:47 PM »

^^ That too cheeky
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Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really belived that to be the world's one and only truth~Alphonse Elric
 
masteraccount

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« Reply #14 on: September 18, 2009, 06:10:41 PM »


I tried that but didn't work.
This is the reason, the image only shows lights on the black background:
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Kirk

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« Reply #15 on: September 18, 2009, 06:12:17 PM »

Try resetting the material slot and reapplying the texture. I've had some issues with nifskope importer in the past.
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masteraccount

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« Reply #16 on: September 18, 2009, 07:08:16 PM »

I tried that but I didn't work.
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Kirk

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« Reply #17 on: September 18, 2009, 07:49:13 PM »

Does the texture appear black like this when you select it in the file chooser?
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masteraccount

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« Reply #18 on: September 18, 2009, 10:38:29 PM »

yes
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Kirk

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« Reply #19 on: September 18, 2009, 10:41:01 PM »

Then it is a seemingly random issue with Max 9's targa reading. You'll have to resave the diffuse texture as another separate file with another format (I use bmp.)
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