It's seems to be scrambling my UV maps on .3ds formatted objects. When I import the same object into other modeling programs and apply my texture it works out just fine, but in the model converter it seem to not care in the slightest about my UV maps. (No matter how I orient them, believer me I've tried every possibly orientation...)
Any ideas what could be wrong?
I'm having problems with the model converter.
for the texture, try flipping it horizontally.
for some reason, TU models have the uv cords flipped. easy way around this is to flip the cords on the model before exporting it.
as for the model, is it just inside out?
try going into the tools menu and selecting 'fix inside out'
if that only makes it look half correct, then its possible only half the model is inside out and you'd have to go back in to the modeler to fix the face orientation.
for some reason, TU models have the uv cords flipped. easy way around this is to flip the cords on the model before exporting it.
as for the model, is it just inside out?
try going into the tools menu and selecting 'fix inside out'
if that only makes it look half correct, then its possible only half the model is inside out and you'd have to go back in to the modeler to fix the face orientation.
Ok, I had a quick look at the Silo demo. As far as I can tell, it isn't the MC causing the problem - it's the way Silo exports to .3ds. Or at least, there's something you have to do in Silo to get it to export the UVs properly (I didn't look that hard :)
Creating a basic cube in Silo and UVmapping it per face gives you a nice even display, in Silo, of the texture applied to each face.
Exporting to .3ds (with any of the options on or off) produces corrupted UVs not just in the MC, but also in 3d exploration, which is a proper bit of software that usually knows what it's doing.
Ergo, it ain't just the MC's fault :]
As for the inverted faces: I tend to agree with Zar (in Max it would be a "reset transforms" problem: I've no idea what causes it with Silo). Somehow Silo is getting confused about the face orientation for some polys, and as a result the exported file has some of them flipped. Or, potentially, the faces you think are inverted are just not there, in which case the same kind of problem is causing Silo to export incorrect geometry.
The fact that other programs can see your stuff ok would kind of indicate the usual problem with file standards being non-standard, but I generally trust 3d exploration to tell me the truth...
f
(PS, Max also sees my cube with distorted UVs, and .3ds is their format, so...)
Creating a basic cube in Silo and UVmapping it per face gives you a nice even display, in Silo, of the texture applied to each face.
Exporting to .3ds (with any of the options on or off) produces corrupted UVs not just in the MC, but also in 3d exploration, which is a proper bit of software that usually knows what it's doing.
Ergo, it ain't just the MC's fault :]
As for the inverted faces: I tend to agree with Zar (in Max it would be a "reset transforms" problem: I've no idea what causes it with Silo). Somehow Silo is getting confused about the face orientation for some polys, and as a result the exported file has some of them flipped. Or, potentially, the faces you think are inverted are just not there, in which case the same kind of problem is causing Silo to export incorrect geometry.
The fact that other programs can see your stuff ok would kind of indicate the usual problem with file standards being non-standard, but I generally trust 3d exploration to tell me the truth...
f
(PS, Max also sees my cube with distorted UVs, and .3ds is their format, so...)
I tried the texture map in every orientation. Flipping the UVcoords would only make it so that I wouldn't have to flip the texture horizontally. It's scrambling the UVs not altering the orientation of the map. I'm not so concerned about the flipped faces as the model is poorly done and these are probably a result of this.
The prior UV problems you may have found online could have been from prior versions of the program, as far as I can tell. I'm not finding anything online with a problem similar to this in regards to my version of the program. Which also means I can't find a way to fix it... ;_;
Perhaps I should just move over to another modeling program. Can you draw UV seams in MAX like in Silo?
Any chance we could convince Mit to expand the supported filetypes? Beat him around the head and chest until he gives in to our demands perhaps?
The prior UV problems you may have found online could have been from prior versions of the program, as far as I can tell. I'm not finding anything online with a problem similar to this in regards to my version of the program. Which also means I can't find a way to fix it... ;_;
Perhaps I should just move over to another modeling program. Can you draw UV seams in MAX like in Silo?
Any chance we could convince Mit to expand the supported filetypes? Beat him around the head and chest until he gives in to our demands perhaps?
I grabbed a copy of 3dsMAXstudio2010( I already hate everything about the program as I have been spoiled by zbrush and silo...), imported then exported my Silo models without even changing the file format and the textures work now. I suppose that I should warn you that I will be contributing soon. Also I'm willing to work on anything by request so just let me know if you have something you guys think I should expend my energies on.