multi/sub materials in max vs. T3D
by Gibby · in Game Design and Creative Issues · 05/11/2014 (9:26 am) · 6 replies
Greets all:
I'm having an issue trying to import assets that use a multi/sub material in Max...
for some reason, which ever material is listed first in the multi/sub object in max, that material covers the whole model. I've used the material editor to setup the materials with all requisite shader maps, yet the first material in the max file covers the correct ones.


I'm having an issue trying to import assets that use a multi/sub material in Max...
for some reason, which ever material is listed first in the multi/sub object in max, that material covers the whole model. I've used the material editor to setup the materials with all requisite shader maps, yet the first material in the max file covers the correct ones.
#2
On DAE import, it creates all of the materials listed in Max's multi/sub object, then assigns the first texture to them all. I can go back and manually fix them [in mat editor or Torsion] yet it still places the first texture over all...
05/12/2014 (5:29 am)
Azaezel:On DAE import, it creates all of the materials listed in Max's multi/sub object, then assigns the first texture to them all. I can go back and manually fix them [in mat editor or Torsion] yet it still places the first texture over all...
#3
a portion, like that, or the whole mesh?
05/12/2014 (9:41 am)
What do you get when you select that first mat in-editor?
a portion, like that, or the whole mesh?
#4
Any Max users out there experienced this?
05/12/2014 (3:42 pm)
If I select the first material, it selects the whole mesh. If I select any other material, it works as it should...Any Max users out there experienced this?
#5
07/20/2014 (1:27 pm)
What exporter are you using? I found that the Autodesk Collada exporter has problems with Torque and multiple materials. Switching to OpenCOLLADA fixed this for me.
#6
08/19/2014 (12:27 am)
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Azaezel