As GMAX does not feature a proper rendering engine, does this cause map textures to appear "blocky" and pixelated. I create all my textures in 1024x1024 size and then reduce if necessary and created a planar map for a wheel with light coloured rim but it appears blocky.
If the UVS are correct and it will appear correct in MSTS the ni have not got a problem but I want to make sure before finishing my first diesel.
Steve C
GMAX Textures
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- alan2
- Peak Rail Route Author
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Sounds funny, I use TSM, find GMax too complicated to use yet. But it sounds like one of the many problems people are having, it is Gmax, We think, If it does not have the up-to-date drivers and directX etc. I gives you funny effects.
My advice is if it works ok in MSTS, etc. then it should be ok. It is probably just the Gmax problem.
Alan Heath
My advice is if it works ok in MSTS, etc. then it should be ok. It is probably just the Gmax problem.
Alan Heath
Alan Heath
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To Err is human, computers output the errors at higher speed.
Why does DOS never Say Excelent Command or filename ?!!?!??
To Err is human, computers output the errors at higher speed.
- timbooth
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No, the problem is that GMAX's rendering is quite basic and therefore difficult to visualise the final result - the best way is to start with basic textures that have different colours for different sections, that way they show up clearly so you can set up the mappings properly. Once all the mappings are done, you can then create the final textures knowing that they will align properly.
GMAX Textures
I thought that might be the answer as I use to create stuff for Metacreations Poser.
Here you can also display textures on the fly but you get huge seams etc and some of the detail does not show.
I just wanted to make sure that I was progressing in the right direction though.
Its therefore more important as you say to get the UV positions correct instead. I also presume its slightly deliberate on Discreets part, after all if they put a fully descent rendering engine it would slow the system down and you would never need to by 3DS MAX eitther to do renderings.
This same effect happens when building FS2002 aircraft and they look highly pixelated until export and then they look crisp.
I did htink though that other GMAX beginers might need an answer. I have trainsim Modeller and this does not have this pixelated effect, so you takes your chance with whatever modelling package you use.
Here you can also display textures on the fly but you get huge seams etc and some of the detail does not show.
I just wanted to make sure that I was progressing in the right direction though.
Its therefore more important as you say to get the UV positions correct instead. I also presume its slightly deliberate on Discreets part, after all if they put a fully descent rendering engine it would slow the system down and you would never need to by 3DS MAX eitther to do renderings.
This same effect happens when building FS2002 aircraft and they look highly pixelated until export and then they look crisp.
I did htink though that other GMAX beginers might need an answer. I have trainsim Modeller and this does not have this pixelated effect, so you takes your chance with whatever modelling package you use.