Eric wrote:That's really great! Thanks for sharing all that
. I'm pretty impressed by your 3D modeling abilities!
thanks, but i took a 6-month intensive training course in 3D animation--omg was that already 15 years ago!?--to beef up my architectural viz skills so, yeah, i know my way around a little
blackdot wrote:But how do you tell magic which texture file corresponds to the the obj?
when i export the model from 3d max, there are options to include texture coordinates, export materials and create mat-library...with all of those on, i get a *.obj file, a *.mtl file and *.jpg of the texture map...
the *.mtl file is the important one as it contains the path information where to find the texture along with the mapping coordinates...
for the moon in my project, this is what is inside the "moon.mtl" file:
Code: Select all
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 11.01.2015 13:52:06
newmtl Moon_Baked
Ns 10.0000
Ni 1.5000
d 1.0000
Tr 0.0000
Tf 1.0000 1.0000 1.0000
illum 2
Ka 1.0000 1.0000 1.0000
Kd 1.0000 1.0000 1.0000
Ks 0.0000 0.0000 0.0000
Ke 0.0000 0.0000 0.0000
map_Ka maps\Sphere001CompleteMap.jpg
map_Kd maps\Sphere001CompleteMap.jpg
where, at the end, is the file path to the texture map...in my case, i exported to a relative path with a "map" folder but it's probably best to have the image file in the same directory as the model....also, in this case, the same map is being used for the ambient, Ka, and diffuse colour, Kd...see this link
http://cgkit.sourceforge.net/doc2/objmaterial.html for some further parameters that the obj material file can contain but i'm not sure which ones magic recognizes--my guess is only diffuse?
it is important to note that the *.mtl file must have the exact same name as the model name, eg
moon.obj ->
moon.mtl...once you have the moon.mtl you can edit (using note pad or similar) the texture name and path if you wish to point it elsewhere...
in earlier tests in magic, i was not successful with tiled u/v parameters as the model in magic would only show 1 area on the model with the texture map...for example, if i had 3x3 tiling in max (that would mean 9 copies of the texture map tiled across the model) i would only have the centre of the model showing the 1 copy of the map and then have 8 "blank" areas around it....not sure if this is a limitation with magic, with obj or with exporting options from max but for now i'm only making models with 1x1 u/v coordinates to be safe
...