- Wed May 25, 2005 3:30 pm
#27969
Confirm this technique. I will set up a polygon object. It will come with its own UVW tag. I will then assign an material with a map. I will adjust the map to the scaling is what I want. I will then export this using riptide. I hope it works! Sounds very simple.
I will post the mxl scene later today so you can study the object in matador.
The material is not glass, it only looks like it is glass because of the contrast of the image. I it is only aluminum with high bump mapping. I will try what you have done. Set mapping in Cinema4D. You are not really baking the texture right? That means you have a light source in the scene and you are embedding that information into the texture.tonfarben wrote:Tyrone,
With your material, I do not get it: How did you achieve the glass-alu material? These must be an alphamix?
This is what i wanted to ask. I want to have maybe a metal box and on it I want the maxwellrenderlogo which I have on my harddisk. So, in Cinema I go this way: In Photoshop I make an Alphachannel for the letters of the logo. Save that as tiff. In Cinema I apply a metalmaterial on the box (uv-mapping) and the n I apply the logo with flat mapping (material with tiff loaded to alphachannel) and no tiling. So How can I achieve this with Matador?
I didn´t really understand what you mean with mapscaling? What do you wanna do?
I texture the object in Cinema, until it is fine, bake that into a UVW-Tag and then I export with riptide. Then I assign material in Matador, load the bitmap, leave the settings as they are, except changing cubemapping to uvmapping and this works for me.
Confirm this technique. I will set up a polygon object. It will come with its own UVW tag. I will then assign an material with a map. I will adjust the map to the scaling is what I want. I will then export this using riptide. I hope it works! Sounds very simple.
I will post the mxl scene later today so you can study the object in matador.