I've been attempting to import a model of an Abrams tank into SC2 for almost a week now, and although it shows up, it doesn't have the colors I applied to it in 3ds max. It looks like a tank that's been covered in whitish pink paint and almost has a glowing effect. I'm pretty much a noob at 3ds max so any help is appreciated.
Hehe that's ok :) If you'd see my project catalogue you'd loose all hope in humanity :P
EDIT: Ok the model doesn't have proper UV mapping. Apply the Unwrap UVW modifier, you'll see they're all stacked down to the left lower corner (yeah, that little white dot ;) ).
Apply UV mapping, remember to import textures first, close the editor, open the map, import the model last.
Oh and it's 72k polys! That's way to much :) Get rid of the tracks and you're 30k polys ahead :)
I'm sure you can go down with it to like 3k-7k easily.
You have the texture right? Attach it if you can. It's quite difficult to layout the UV to fit the texture but you may try ;)
Where did you get the model from? If it's from other game then try to export it again and see what's going on with the mapping before you export it to StarCraft.
3Dsmax is IMHO pretty lousy when it comes to laying out the UVs, but you may find it handy for this tank. It's pretty easy to lay it out since the model is non-organic. You can also try to do it in Wings or Blender (Wings is also free) or you can try Unfold3D (but it's paid). Nonetheless they're using the same algorithm for unfolding.
You can check out mapping basics here http://download.autodesk.com/us/3dsmax/2011/help/index.html
Just go to the "Introduction to Materials and Mapping" and "Controlling a Texture with Unwrap UVW" sections and with a bit of practice you'll learn to lay out the UVs in no time :)
But again, check the source of the model if it has any mapping.
I don't really have a texture, its more of a solid color because I'm no graphic artist and I'd be thrilled to at least make it look tan-ish and not white/pink. But anyway, I'll attach the texture and this is where the model came from http://www.turbosquid.com/FullPreview/Index.cfm/ID/202763
EDIT: Also, I managed to get the polygon count to 22000 by replacing the wheels with simple cylinders and deleting part of the treads that couldn't be seen.
Ok so my advice is this: learn the mapping process :) It's really not that hard. Just look at this tank and think what basic geometric figures you have there and apply per-face (or per-face selection) proper mapping. Eg; the barrel will have cylinder mapping, the turret part is planar from the top and on the sides. So on and so forth.
Try it :) or find another mapped object.
Anyway, if you apply the texture to this .max tank it should work.
I've been attempting to import a model of an Abrams tank into SC2 for almost a week now, and although it shows up, it doesn't have the colors I applied to it in 3ds max. It looks like a tank that's been covered in whitish pink paint and almost has a glowing effect. I'm pretty much a noob at 3ds max so any help is appreciated.
Sounds, like you did not import the texture correctly. Did you restart the editor? Did you specify the correct path for the texture?
@Kueken531: Go
Yes, I've probably restarted the editor 20 times. And on the plugin export panel, I specified where the texture is in the Assets folder.
What about the material? Is it set properly?
Can you attach the .m3 file?
@Leruster: Go
Sure, here it is, Mind you that after a few days of exporting the same model, I give the .m3's strange names. :P
Hehe that's ok :) If you'd see my project catalogue you'd loose all hope in humanity :P
EDIT: Ok the model doesn't have proper UV mapping. Apply the Unwrap UVW modifier, you'll see they're all stacked down to the left lower corner (yeah, that little white dot ;) ).
Apply UV mapping, remember to import textures first, close the editor, open the map, import the model last.
Oh and it's 72k polys! That's way to much :) Get rid of the tracks and you're 30k polys ahead :)
I'm sure you can go down with it to like 3k-7k easily.
Cheers
@Leruster: Go
That explains why it's been taking 1 1/2 hours to export it. Thanks for the fast response, gonna try it out. :D
EDIT: Uh... So how do I apply UV mapping? Not very good at this, sorry. :C
@TheManateeTwo: Go
You have the texture right? Attach it if you can. It's quite difficult to layout the UV to fit the texture but you may try ;)
Where did you get the model from? If it's from other game then try to export it again and see what's going on with the mapping before you export it to StarCraft.
3Dsmax is IMHO pretty lousy when it comes to laying out the UVs, but you may find it handy for this tank. It's pretty easy to lay it out since the model is non-organic. You can also try to do it in Wings or Blender (Wings is also free) or you can try Unfold3D (but it's paid). Nonetheless they're using the same algorithm for unfolding.
You can check out mapping basics here http://download.autodesk.com/us/3dsmax/2011/help/index.html Just go to the "Introduction to Materials and Mapping" and "Controlling a Texture with Unwrap UVW" sections and with a bit of practice you'll learn to lay out the UVs in no time :)
But again, check the source of the model if it has any mapping.
cheers
@Leruster: Go
I don't really have a texture, its more of a solid color because I'm no graphic artist and I'd be thrilled to at least make it look tan-ish and not white/pink. But anyway, I'll attach the texture and this is where the model came from http://www.turbosquid.com/FullPreview/Index.cfm/ID/202763
EDIT: Also, I managed to get the polygon count to 22000 by replacing the wheels with simple cylinders and deleting part of the treads that couldn't be seen.
@TheManateeTwo: Go
That's a bummer man :/ there is http://www.turbosquid.com/FullPreview/Index.cfm/ID/216264 a model in max format but it's mapping is also messed up. But you can try it. Just remember to go dwon with the polycount.
Ok so my advice is this: learn the mapping process :) It's really not that hard. Just look at this tank and think what basic geometric figures you have there and apply per-face (or per-face selection) proper mapping. Eg; the barrel will have cylinder mapping, the turret part is planar from the top and on the sides. So on and so forth.
Try it :) or find another mapped object.
Anyway, if you apply the texture to this .max tank it should work.
@Leruster: Go
I'll look for another model, thanks for your help. :)