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Loft mapping problem

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belgium
Hi,

I want to texture a loft model with two items: one for a concrete element and the second one with a transparent colour or texture (opacity 50%).
Have troubles to accomplish that. The whole loft becomes transparent or all is textured in a concrete texture.
Screenshot shows in the middle the transparent element as it should... the outer sides must now be textured in concrete material.

Greetz. José.

Loftingprobleem.JPG
 
You need to break up your object and attach a texture to each part.
then weld the 2 parts back together.

DG:eek:
 
Hi,

Looked in GMAX to find some more guidance.
At last I could resample different elements after lofting, mapping and boolean operation.
The model is quiet the thing I liked to realize.

Greetz. José.

 
There is no need to break the object up.

What you should (always) do is manually create a multimaterial.

In this case slot 1 will contain your concrete material (you can drag an FSX material in the Material navigator into an FSX material slot)

Slot 2 will be the "other" material.

Apply the MultiMat to the WHOLE mesh

Using Subselection use either the MatID modifier or alternatively assign MatIDs using the polygon subselection rollout. MatID1 = Material 1= Concrete, MatID2 = "Other"

Never Ever let Gmax make Multimaterials for you ... it creates an awful mess. Always make multimaterials yourself, and apply them this way.
 
Never Ever let Gmax make Multimaterials for you ... it creates an awful mess.

Here is how I create multi textures with fsx materials letting gmax assign them for you! Less steps. hcornea must be doing something wrong.

STEP1
Create an fsx material. Apply this to your object and convert to poly.
http://www.flysim.us/help/multitexture%20tutorial/Untitled-0.jpg

STEP2
Now select poly under modify and highlight what section you want your second texture.
http://www.flysim.us/help/multitexture%20tutorial/Untitled-1.jpg

STEP3
Create a second material and click apply
http://www.flysim.us/help/multitexture%20tutorial/Untitled-3.jpg

STEP4
Now you will have 2 textures and 1 multi texture.
This auto assigns the second material to Mat ID 2. So skip this step.
http://www.flysim.us/help/multitexture%20tutorial/Untitled-4.jpg

STEP5
Now you can adjust each texture just by displaying the texture and what mat ID you want. This is using an Unwrap UVW.
Here is Mat ID 1.
http://www.flysim.us/help/multitexture%20tutorial/Untitled-2.jpg

STEP6
Here is only Mat ID 2.
http://www.flysim.us/help/multitexture%20tutorial/Untitled-5.jpg


DG:D
 
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Here is how I create multi textures with fsx materials letting gmax assign them for you! Less steps. hcornea must be doing something wrong. .......

All of which is fine until you start applying this technique to a new object within your scene, at which time Gmax makes a new multimaterial for you!

This may be a small thing in an aircraft model, but is a large issue if you are batching materials across scenery objects.

If you make the material yourself you have complete control ... and no, it doesn't take more steps.

You also end up with a single multimaterial at the end, with the same MatID's assigned to exactly the same materials and no chance of duped materials having different settings.

Each to their own.
 
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Here is how I create multi textures with fsx materials letting gmax assign them for you! Less steps. hcornea must be doing something wrong.

That's an unreasonable assumption to make. I've advocated taking full, manual control over Multi-Material creation for years. There's a reason why there is an "Apply" button on the UI after all... ;)

While letting Max/GMax "do its own thing" may work some of the time, it can and often does some really crazy things. I've taken models that had over 300 draw calls down to less than a hundred simply by taking the time to manually rework the entire set of FSX Materials and get rid of the chaos "automatic assignment" had created. :yikes:
 
until you start applying this technique to a new object within your scene

Adding this multi texture to another object is not necessary. You use the original that you made and assign again. Or make a copy of this part for more.

There's a reason why there is an "Apply" button

I take it that you use apply Bill? I only use apply too. When i was new to modeling I only used the drag method. Apply is my only method I use and saves time.

Delivery Guy
if you add a third texture do step 4.

I realized i said if you add a third texture, you need to assign a material id on step 4. I forgot and was wrong. Never do step 4 using my method.

DG:confused:
 
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Adding this multi texture to another object is not necessary. You use the original that you made and assign again.

Or you can use this procedure from the outset, and maintain complete control.

Best to refer to multiMaterials, rather than textures, as a material may have many textures, and a texture can feasibly be associated with multiple materials.

A material is a material, is a material ....

:)




Sent from my mobile .. words substituted by iPhone at will.
 
I agree with Bill about multimaterial.
Looking in the gmax gamepack in FSX sdk and you will find the oil rig, example of multimaterial object.


I use that all the time. Every gmax objects in my scenery will have the same mutimaterial. I merge the object from the other file and use only the material but delete the object out.

This will provide the same draw call all the objects you have in you scenery.
If you set up a new material every time you make a new gmax object, you might set the properties of that material differently and it will add another draw call. That will make a poor performance.

Don't let gmax does that material for you. I had one object in the past with a thousand of materials!.....
 
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