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3D Max render to texture and multi sub object material?

by Afrim Kacaj · in Artist Corner · 05/09/2006 (12:50 pm) · 3 replies

So I followed the tutorial on TDN which explains how to create a bump map from a high poly object. However I am having a problem because i used a multisubobject material to create my charracter for TSE. When i do the render to texture i get all of my materials rendered to one texture.

How can I tell Max to create a seperate bump map file for each texture in the multi sub object?

Thanks in advance!

~Afrim

#1
05/09/2006 (1:28 pm)
As far as I know you can't do this automatically so you're going to have to do some manual labour.

There might be some better way but what I do is that I first copy the first uv channel into another channel (say channel 2), apply an unwrap modifier and move all the faces except the ones belonging to material id 1 to 0,0,0. Copy the first channel again into channel 3 and move the all the faces except for material id 2 etc.

Then just render to texture once for each your material IDs and change the UV channel used each time. (To render the objects with material id 1 you choose uv channel 2 and so on).
#2
05/10/2006 (2:52 pm)
Thanks for the tip Magnus, I think you are right it cant be done manually. So based on your tip i think it would be easier to actually split the model into seperate meshes and then render each individually. Then apply the bump mapping to the original file. I will try it when i get home tonight. Would it make a difference for TSE if i actually left my model as seperate objects?
#3
05/10/2006 (3:06 pm)
The problem with splitting the model up is that you also split the normals/smoothing groups up. (This may not be that much of an issue when rendering normal maps, but it is when using the render to texture for other things).