Help With Planet Models?

Hi,

         Well I dived into modeling, haha, and am up to my ears in trying to figure out how my planet models have turned different colors, mostly red and white or blue and white, each one is different.

If anyone has an idea of how to even out the colors, or if i can choose the colors, that would be very helpful,  :)

Thanks to everyone, take care and keep modding!!!

-Teal

 

37,144 views 9 replies
Reply #1 Top

do you mean the texture color or the glow of the atmosphere?

Reply #2 Top

Ahhh... the glow is sorta bluish, but the model itself is white on one side and red on the other, and my other one is white and blue.  Its a bit frustrating, but your mention of textures has gotten me to thinking i dont know if i have textures for them. That might be the whole issue right there. How do you assign textures to a model? I mean can i use textures that are already made for something else?  and overlay it onto my model? Do i have to rename them the same thing?  Or is there a call inside the mesh perhaps that calls the textures that are used? 

Sorry about all the questions, im more or less talking to myself, i will have to check other meshes just to compare, and at the textures too.  Thank you for the idea, take care,

-Teal

 

Reply #3 Top

Quoting Teal, reply 2
How do you assign textures to a model? I mean can i use textures that are already made for something else?  and overlay it onto my model? Do i have to rename them the same thing?  Or is there a call inside the mesh perhaps that calls the textures that are used?

 

You assign textures via XSI to the model...

 

You cannot use texture from a other model unless both model have the same UV map... Do you have segment your model, create the UV map and use the UV template for paint your model ?

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Reply #4 Top

in the mesh file you will find per material 2 entries:

Material
        DiffuseTextureFileName "C:\PlanetDesert01-cl.dds"
        SelfIlluminationTextureFileName "C:\PlanetDesert01-da.dds"

 

this may be your problem:

the diffuse texture is for the side that is enlighted by the sun light.

the self illu texture is for the dark side.

 

if both textures do not "fit" it can make strange effects.

 

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Reply #5 Top

Quoting Thoumsin, reply 3

Quoting Teal, reply 2 How do you assign textures to a model? I mean can i use textures that are already made for something else?  and overlay it onto my model? Do i have to rename them the same thing?  Or is there a call inside the mesh perhaps that calls the textures that are used?
 

You assign textures via XSI to the model...

 

You cannot use texture from a other model unless both model have the same UV map... Do you have segment your model, create the UV map and use the UV template for paint your model ?

 

No i havent done that, im still working on it.  :)  But thank you for the question, also, im not that far into learning it, so i hate to say it, but i dont know what you mean. But thank you anyway,

-Teal

 

Reply #6 Top

Quoting TohKlidan, reply 4
in the mesh file you will find per material 2 entries:

Material
        DiffuseTextureFileName "C:\PlanetDesert01-cl.dds"
        SelfIlluminationTextureFileName "C:\PlanetDesert01-da.dds"

 

this may be your problem:

the diffuse texture is for the side that is enlighted by the sun light.

the self illu texture is for the dark side.

 

if both textures do not "fit" it can make strange effects.

 

 

:)  You are a mind reader!!!   :)  I was looking at that, and i thought, you know i wonder what happens if i take one out? So i tried, the model, doesnt have the fancy sheen the others do, but it does get rid of the messed up color on the opposite side.  :)   Thank you for the help and the idea that set me on it to begin with.  :)  Karma for you!!!

:)

-Teal

 

Reply #7 Top

well. i never ever seen the texture path use the C:\ route in it, because generally it just uses what ever is in the texture folder. also, if you use 3DS max, you need to convert the .mesh to text and add the 3 texture lines (data map, normal map and i believe the last one was bump or something like that). i remember one time i forgot to do this after changing a model and it was pure black :p

 

On another note, carefull about changing the shape of a model as well, since you will need to re-texture it in XSI or 3DS max if you do.

Reply #8 Top

Quoting StCobalt, reply 7
well. i never ever seen the texture path use the C:\ route in it, because generally it just uses what ever is in the texture folder. also, if you use 3DS max, you need to convert the .mesh to text and add the 3 texture lines (data map, normal map and i believe the last one was bump or something like that). i remember one time i forgot to do this after changing a model and it was pure black

 

On another note, carefull about changing the shape of a model as well, since you will need to re-texture it in XSI or 3DS max if you do.

 

Ahhhh... Thank you St. Cobalt.  :)  It is nice to learn something new, haha, and this texture and model stuff is brand new to me.  But thank you and everyone for all the nice help.

-Teal

 

Reply #9 Top

i never ever seen the texture path use the C:\ route in it, because generally it just uses what

These pathes come from the forge tools meshes (reference data)

since i am not moddeling i have no need to change it.