View Full Version : 3DS Max materials not on all polys

08-24-2011, 08:20 AM
Hey Polycount, new member here and glad to be a part of this community. I work for a small game development company and I am currently teaching myself 3DS Max 2011 so I can help out our artist with environment work. I've gone through a couple tutorials and I have a pretty good grasp on the actual modeling part but now I'm moving onto unwrapping and texturing but I've hit a bit of a snag.

I've been trying to add a checkered material to my model to see where stretching is occurring and move on from there but in several instances my materials are not on all the polys of my models. This is occurred on both my home and work computer. The biggest offender is on polys that I have used the inset tool on but it has also occurred on a character model I was working on.

For instance:
I start with a single poly plane that has a checkered material on it:


Then I use the inset tool and you can clearly see that the material is now no longer on all the polys:


My initial thought was that this was an issue with the inset tool until I also had it occur on a character model I was working on:


I can only assume that this is a simple problem since I can replicate it on two different computers.

Thanks for any help you can give me. :)

08-24-2011, 08:27 AM
The problem is that your UV isn't unwrapped. Go to modifiers, select UVW Unwrap and clean it up.

08-24-2011, 08:34 AM
Wow, thanks for such a fast reply.
I was afraid it was something simple like that.
I was starting to think it was my UVs but the tutorials I was using didn't seem to have any problems with their materials when they used the inset tool.
For instance in this video: http://www.youtube.com/watch?v=ZlZgH3O_vxw
When he adds his material it covers the whole model and I followed his steps exactly and did not have the same result when I came to that point.
Any thoughts on why that may be?

08-24-2011, 08:45 AM
Well, it might not look the same because of a different texture, texture density, the fact that hes using an actual texture instead of a procedural checker..anything.

I wouldn't be too concerned with it. When your modeling (especially doing insets, extrusions, etc..) your UVS are going to warp. Even in his tutorial youll see that he goes in and edits the UVS when hes done modeling anyways.

08-24-2011, 08:50 AM
He's getting the exact same thing. The texture is infinitly stretched because, in the unwrap, the new edges you created with the inset are at the exact same place as the old edges.

Your texture is applied everywehre : infinite stretch on black and white = grey.
So just fookin unwrap it.

08-24-2011, 08:51 AM
Awesome, thanks for the info. Much appreciated.

08-24-2011, 08:56 AM
btw don't use a black and white checker, it will make your eyes bleed.

This one is cool, like all others that go with textools.

08-24-2011, 08:57 AM
lol, cool thanks