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texture headache!!!

December 30, 2011 - 7:47am #1

I want to know how you people created the textures teapotblue/brass and the textures for those letters Q C A and R. I made my 3d model(a teapot) in 3ds max then i performed bake texture. I got a .png file as output. I attach that .png file here. I am not getting the teapot model which I made. The model which i made has got whole red colour but when i apply the texture ( the .png file mentioned here) i am getting mixture of black and red colour over the model. Please help me asap..........

Re: texture headache!!!

January 26, 2012 - 5:19am #12

[QUOTE=anjoiype" />when i searched in net i found a solution for my problem. It says the opengl texcoords is different from what i import from 3ds max. If i use right hemisphere deep exploration tool will my problem get solve? What is the use of right hemisphere deep exploration tool? Will it help in extracting the texture?[/QUOTE" />

I had the same problem!
Flatiron can you also help. There are a Trial version to test it :). Good luck!

Re: texture headache!!!

January 18, 2012 - 10:42pm #11

I might suggest trying Blender before trying the Right Hemisphere tool. Blender is freely available and has a wealth of documentation and tutorials available online.

- Kim

Re: texture headache!!!

January 18, 2012 - 10:02pm #10

when i searched in net i found a solution for my problem. It says the opengl texcoords is different from what i import from 3ds max. If i use right hemisphere deep exploration tool will my problem get solve? What is the use of right hemisphere deep exploration tool? Will it help in extracting the texture?

Re: texture headache!!!

January 16, 2012 - 7:59pm #9

This is not a QCAR-specific problem. Understanding how to export models and textures for use with OpenGL ES is a prerequisite for doing mobile 3D graphics natively. We can't provide support for your content pipeline, and we don't have a step-by-step guide for creating content for use with OpenGL ES.

You may want to look into using Unity (http://unity3d.com/) and our Unity extension. That will let you bypass the OpenGL hurdle, I believe Unity can import 3ds files directly.

- Kim

Re: texture headache!!!

January 16, 2012 - 7:19am #8

thanks kim for ur reply.....

I tried all those things but result is still the same. I created another model and tried to add texture but it wont work.Can you please say how the textures in samples are created? How those textures are made? Are they taken(or extracted) from the 3d model? The models (teapot,letters q,c,a,r) are created in maya, right? After creating it the texcords,indices,and vertices are taken from the obj file of that model, right? Till here i understood the procedure. After that how you got the textures for that? Please explain that steps in detail. I want some help badly and as soon as possible. So someone please help me with this..

Re: texture headache!!!

January 15, 2012 - 6:21am #7

Make sure you are running "ndk-build" to rebuild the native code after making changes to the renderFrame method. Also refresh the project in Eclipse by right-clicking on the project in the Package Explorer and choosing Refresh.

Have you tried rendering something other than a teapot, to ensure that your model is getting used instead of the sample teapot?

We can't provide support for various modeling tools. The process you used to generate the texture sounds more or less correct, but I can't say for certain.

- Kim

Re: texture headache!!!

January 15, 2012 - 4:58am #6

why no reply to my thread???? Somebody please help me with this problem. I m really in trouble

Re: texture headache!!!

January 8, 2012 - 9:46am #5

I created model in 3ds max and then i took modifier menu and from that i took unwrap uvw and selected a box and then i clicked box and then fit,then i clicked edit button then i saw the uvw editor. I clicked flatten mapping and then rendered the uvw and saved it.I edited that rendered pic in photoshop(i just added some color).Then i added same material to the same model and exported that model as .obj and extracted normals vertices and tex cordinates and used it in imagetargets. The model was generated successfully but when i try to add the material which i got from uvw, the material is getting added wrongly..

no i am not trying to add texture to model provided in samples. Please help me asap

Re: texture headache!!!

January 2, 2012 - 9:43am #4

I don't have details on how our models were created. Model exporting/importing is really outside the scope of what we support.

It looks like your UV coordinates aren't matching up with the texture you are using. You aren't trying to overlay that texture on our teapot model, are you? Make sure that you export the vertices and texture coordinates (UVs) from 3ds max, and bind them in the native renderFrame method. You may want to start with something simpler, like a cube, to figure out the process.

- Kim

Re: texture headache!!!

December 31, 2011 - 6:52am #3

thanks kim for your reply...
It doesnt work. Here i attach my output. Image002(2nd image) shows my output. teapot image(1st image) shows 3d model which i created in 3ds max.I want that model to be overlayed over the trackable.

How the texture teapotblue,teapotbrass and the textures for letters Q,C,A,R.Can you please explain that in detail.That might help me.

Re: texture headache!!!

December 30, 2011 - 2:11pm #2

You probably just need to flip the texture image vertically (see attached). Does that help?

- Kim

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