onyx_elite (onyx_elite) wrote in ljmug,

Mapping Issues

Hi everyone. My name's Leigh and I've been dabbling with 3d for a few years. I'm currently studying for my Games Design BA but am having some issues with some uv mapping I'm doing.

It's a very simple object so I've automatic mapped it, rearranged the uvs in the UV Texture Editor and sewn where appropriate. I've created a uv snapshot that i've edited and now appears in the UV Texture Editor. I've loaded it as a lambert that is applied to the object but unfortunately in the 3d view the texture still isn't visible on the object and when I hit 6 to view the textured object it just appears black/grey. Also if I try to render it i just get blackness.

What am I doing wrong?
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Hmm. . .that's a little vague, it could be your shading network, it could be the file itself, it could alot of stuff. Can you post a link to the source files or some screen shots maybe? Id be happy to take a look and see if something's amiss.
Ghm, as I've understood, you're trying to set UV snapshot as color map for lambert material?
Few items, that you should check:
1) Texture file (it's JPG or Bitmap, normal snapshot, viewable with explorer or other GE, has white lines on black bacground etc.)
2) Try to reassign it to shader's color input channel. Maya sometimes doesn't show error messages, when it cant input some JPG files as map, it just leaves color channel as null (black material color) - for best results I'd advise you to use Bitmap instead Jpeg, as it doesn't understand some Jpeg color schemes or compression method (I'm not sure what's the reason, but sometimes it errors on Jpeg image input as map)
3) Some amateur users assign texmaps through Hypershade editor (for best scene resources management) and sometimes they make some mistakes connecting nodes manually. Check it.
For correct assignement you should have that:
Output (from map file element export attribute) > FileX.Outcolor
Input (linked to assigning shader base attribute) > Lambert1.Color
4) Single light. Check it. I'm not sure, but it's possible that your scene has closed/weakened light, that
a) casts shadows over all scene - extract out your light from close-by objects to illuminate focused object or make global flag "casts shadows" off for all scene objects or uncheck any casting shadows procedures in single light node.
b) is too weak to shade scene's objects - increase intensity and brightness
Or it could be that there's no lights on scene at all and for some reason camera default prelight wasn't used (scene default illumination when no light nodes found in scene at all).
Anyway, I think that you could describe your problem details more.