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Texture inner and outer

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406
I am trying to apply a texture to the inside and the outside of an object, the outside will have numbers etc, but the inside will just be plain. Is there a way of making both sides of a box available for applying textures. I use 3ds Max 9

Thanks


Paul
 
No. All 3d objects are "single sided" in (almost) any 3d modeling program.

Clone your box, then flip the normals to create a "texturable inside" for your object.
 
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No. All 3d objects are "single sided" in any 3d modeling program.

Clone your box, then flip the normals to create a "texturable inside" for your object.

Actually, maybe, 3d objects that maybe true, but though if you create a polygon face and connect all the faces together you might be able to "paint" the insides... for example, Google's SketchUp. :D

Not sure 3ds Max 9 can do this...
 
Thanks Bill, I had an idea thats what it was, the only problem I am having is seeing the poly to texture, my outer skin is always black, even though I can put a texture on it and it shows when I render, is there a way of curing this?

cheers

Paul
 
Right-click on the object, open the Properties, and turn ON "Backface cull..."
 
Thanks Bill :)

Can I pick your Brain again please. I am trying to get these models to show a slight reflection of the Global Environment, and so far I have tried everything. I do have them showing a reflection in FSX but it is far to 'mirror' like and I want it dumbed down a lot. I have gone through the SDK and thought I had got it right, obviously not :-).

I created a Spec Texture sheet, with the items I want to have a reflection on in Black, over that is an Alpha Channel in a light grey. I then tried following the SDK and various posts on here but to no avail. Although I have got rid of the Chrome look, I still have what looks to be an extremely polished surface that has far too much reflection.

What dictates all of this? I seem to be going round and round in circles.

Thanks for your help

Cheers

Paul
 
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Here is a short summary and description of the basics. For purposes of a simpler explanation, imagine the RGB and Alpha channels as two separate textures.

In this case, we have a total of four textures controlling the appearance of our object...

1. Diffuse Color RGB - sets the basic color of the object on a per-pixel basis

2. Diffuse Color Alpha - sets the amount of shine, ranging from [black = flat (matte) finish] to [white = high gloss (mirror) finish] on a per-pixel basis

3. Specular Color RGB - sets the basic color of the specular reflection on a per-pixel basis.

4. Specular Color Alpha - sets the width (or size of the spot) for the specular reflection on a per-pixel basis: Black = diffuse (wide) to White = tight (narrow).

The above principles are clearly illustrated in the FSX SDK with the dynamic "teapot" graphic.
 
Thanks again Bill, I was missing out the diffuse Alpha, hence the shiny finish, I will give this a go after work :D
 
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