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Unable to texture a mesh -- all faces are the same! [Solved]


ChicByTrinity
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I've tried three times, created a mesh in 3ds Max (exported as .dae) and after importing I'm unable to add textures on faces. The mesh is supposed to have 4 different textures, but it's not possible to separate them. SL adds ONE texture to ALL faces. It didn't happen before the summer 2013, then I was able to upload and texture meshes normally.

Now I tried with 3 different viewers (SL, FS, Singularity), and it's all the same! What the F has changed? Am I forgetting some tickbox when exporting, or what? I'm tired of wasting my L$ on useless uploads. I don't believe that I'm the only one with this problem.

I can't work like this, and I can't upload the mesh in 4 separate parts to merge them into one later, that would be absurd. :matte-motes-sour:

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Kwakkelde Kwak wrote:

It would be very helpful if you could post the following:

- number of triangles in 3ds max, number of triangles in the uploader

- 3ds max version, collada exporter version

- a basic workflow

3ds Max shows me "84 Faces Selected" when I select all faces.

I'm using 3ds Max 2012 x64, and it worked flawlessly with SL (Firestorm) before the last summer (2013). I have been using it since August 2011, only for IMVU until early 2013 when I started here as well.

When exporting as .DAE it shows me FBX Export (Version: 2012.0)

I click OK and it creates a .dae file.

Then I "upload mesh model" on SL, then I do as shown here: http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185

It makes no difference if I just calculate and upload, or do the additional steps as well (physics tab and such).

Then I rez the object on the ground, go into edit mode, choose "select face", click on a face, BUT the entire mesh gets selected! I'm unable to select separate materials I specified in 3ds Max! But when I do the same with a mesh I uploaded before the summer 2013 then I have no problems!

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People have been having all sorts of issues with the 2012 version of the collada exporter. First thing to do is replacing it with the 2013 version, found here. I use 2013.2 without any issues.

If that doesn't help....

"84 faces" in 3ds max is not enough information to see if something went wrong with the materials. Could you post a triangle count instead AND a triangle count as specified for the highest LoD in the uploader?

You can change the viewport statistics in 3ds max by right clicking the little plus in the top left corner, then selecting "Configure viewports..." then opening the "Statistics" tab.

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I installed 2013.2 and my export still says 2012.0 like before. Any config needed?

And secondly I have no idea how to count "triangles" on a mesh. I remember 672 in "High" mode in the import window.

I installed plugin too, and now my 3ds Max is throwing errors and doesnt save AT ALL.

I may have to reinstall 3ds Max now? :o

err2.JPG
err1.JPG

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As I remember, the update of the plugin was automatic. In the plugin manager (customize menu) it should look like this:

3ds_pluginmanager.png

 Are you 100% sure you installed the correct version? there are versions of the FBX plugin 2013.x for a number of 3ds max versions (years), 32 and 64 bit and 3ds max and 3ds max design. They are not interchangable.

 

Going by your numbers, all four materials were applied to all four faces. Assuming your faces were quads in 3ds max, the 84 of them translate into 168 triangles. This is exactly a quarter of the 672 you saw in SL. So I'm pretty sure your object has four faces in SL, but all on top of each other.

Others have had this issue, I remember a space station discussed in the forums behaving the exact same way, also made with 3ds max. It's right here. I think the issue has got to do with spaces in the material or object names. Medhue Simoni's suggestion of exporting as .obj might give a clue. Importing it back results in spaces and hashtags in the material names replaced by underscores (_). So you could try renaming your materials or use the .obj workaround.

I haven't been able to reproduce the problem, so unfortunately I never found a definitive answer.

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The fbxmax.dlu file does exist in the directory, but NOT in the plugin manager. The same file causes these startup errors. Maybe it doesnt work with Max 2012, I saw you have Max 2013.

Renaming the materials would be easier than messing around with .obj files. I will try to revert the plugin to 2012 and try the material name trick (removing spaces).

Edit: added the old plugin back, and no more startup errors, and the plugin file is listed in plugin manager window.

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ChicByTrinity wrote:

The fbxmax.dlu file does exist in the directory, but NOT in the plugin manager. The same file causes these startup errors. Maybe it doesnt work with Max 2012, I saw you have Max 2013.

As I said, you need the plugin made specifically for your version of 3ds Max. The are 32 and 64 bit versions of the fbx plugin 2013 for 3ds Max 2012 available on the page I linked, maybe you picked the wrong one?

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Kwakkelde Kwak wrote:

As I said, you need the plugin made specifically for your version of 3ds Max. The are 32 and 64 bit versions of the fbx plugin 2013 for 3ds Max 2012 available on the page I linked, maybe you picked the wrong one?

Ok, that was it. I accidentally chose for 2013 before. Now I paid more attention to that download list, installed for 2012 and it works now, also the meshes work fine!

Problem solved!

Thank you! :matte-motes-smile:

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Indigo Mertel wrote:

>> I'm tired of wasting my L$ on useless uploads. I don't believe that I'm the only one with this problem.

You may want to upload to the beta grid to check your models and save L$.

Well, there's another problem, I have already tried it, filed support tickets (nothing helped). Now I havent tried for months.

The problem was -- I couldnt get my account eligible to upload meshes. That mesh quiz or something -- didn't work for beta, it just ended up in errors or blank pages. And last year I was not the only one, there are forum topics about this too.

As far as I remember, nobody was able to upload meshes on beta grid, unless they were very old users or something.

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Kwakkelde Kwak wrote:

Great you got it all sorted out!

Could you please post what fixed your issue? Did the renaming of the materials fix your object or changing the exporter? Or did you do both before you uploaded again?

I installed a new plugin and exporter (2013.2 for Max 2012) and then I also renamed my materials to 01, 02, 03, etc. and that was all I did. :)

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Indigo Mertel wrote:

>> I'm tired of wasting my L$ on useless uploads. I don't believe that I'm the only one with this problem.

You may want to upload to the beta grid to check your models and save L$.

I just goto InWorldz and upload test meshes there. It's less hassle and works the exact same way as SL. Of course, uploading a Fitted Mesh model there would be useless. I always hated having to create a new password to see my new items on the beta grid.

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