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3DS MAX 2015 texturing problem

Paul Domingue

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us-california
In the material editor in the coordinates section uncheck Use Real-World Scale.
 

Paul Domingue

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1,530
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us-california
Well there is a change you don't have tiles any more. It seems that you have not created the UVW maps for your object. You must do that first and apply them to your texture sheet. Search for a UVW mapping tutorial.
 
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The "use real world scale" control DOES need to be deactivated. Once you do that, you need to edit your uvw mapping to match the portion of the map you wish to display on a given surface.
 
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italy
Without FlightSimx template
11692847_10200597454416812_722217176_n.jpg




host image
 

Paul Domingue

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us-california
I say again XD .. With Arch-Design all works perfectly !
That's all fine and dandy but if you want your model in FSX then you must use an FSX material and you have to create the UVW maps and align them to your texture sheet. There is nothing more to be said about it.
Good luck.
 
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You've exposed an inconsistency, however, I doubt anyone here will be very interested. Arch and design is of no value for sim devs. There's only one path, if you wish to design for the sim. You've been shown what works, use it or not.
 

hairyspin

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unitedkingdom
Oh dear, I think you're a little lost in the complexity of 3ds Max. 3ds Max is not designed for FSX modelling, it's a lot more general-purpose than that: models built in Max may be used for FSX but must be built especially for FSX.

An FSX model uses a 3D model built to suit the simulator. That model is coloured/skinned/painted/textured to suit the simulator using .DDS textures which are mapped to the model. That doesn't mean just applying a UVW mapping modifier to the model's objects - it means how the textures are arranged on the model has to be worked out first. There are some automatic mapping tools in Max, but I recommend not using them at first: learn how to map your model manually or you'll never understand what's going on.

3ds Max can apply special materials to objects and then render a 3D representation of your work with lighting, shadows, reflections beautifully worked out in the picture. This is where Arch & Design materials really come in and artwork or movie sequences can be produced with the software: it's what it's really designed for. These gems of art are perfectly useless for FSX which doesn't use Arch & Design or any of the other Max material options. Artwork has to be mapped and rendered to texture files which are converted to .DDS before FSX could use them.

Learn to map your model, produce templates which can be painted (manually) and get these converted to FSX-compatible .DDS textures. Then you'll get results in FSX.
 

hairyspin

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unitedkingdom
Here's an example of my own: an aircraft model in 3ds Max, using Arch & Design materials and the mentalRay renderer, originally rendered to summat like 3000x2000 pixels. Tyres are a Rubber material lightly tweaked, oleo pistons use a Polished Metal material, bodywork is Brushed Metal moderately adjusted and the glass/perspex merely plays with Opacity settings in Max. The environment uses a mentalRay Physical Sky map. I like the results, but does it look like that in FSX?

.... no.


Whirly03_zps9wv6xppk.jpg
 
Last edited:
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1,484
You seem to be the only one who can't create uvw maps fsx using 3dsmax. I think you are unwilling to manually adjust the uvw mapping points.
 

hairyspin

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unitedkingdom
Davide, did you build the model in your screenshots or is it one you downloaded from somewhere? You seem to be trying to use a texture which is no longer mapped to the model or belongs to a different model.
 
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1,484
Here is a sample max 2015 file. Its a simple box. The box has an fsx material applied, which consists of a simple image in the map slot of the diffuse ambient. The image is mapped selectively on each polygon to produce different and specific results. This is what you need to do on your models.
 

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