Marcus,
The “assigned materials” problem where texture maps are concerned is even more convoluted than what you outline above and can drive you crazy sorting it out.
There are six situations that can exist:
OBJECT______________________TEXTURE MAP_____________VISIBLE RESULT
- filled with flat color…filled with flat color…assumes look of current material
- filled with other mat…filled with flat color…assumes look of current material
- filled with flat color…filled with other mat…assumes look of material embedded in texture map
- filled with other mat…filled with other mat…assumes look of material embedded in texture map
- filled with flat color…no texture map…assumes look of current material
- filled with other mat…no texture map…assumes look of material embedded in model
So, to guarantee a specific material is assigned to a texture map on a model, you need to do the steps you outline above and add step six as shown below.
- Select ‘Texture Off’ in the Texture palette.
- Press the Draw>M button (for material only).
- Select the material you want to use, or ‘Flat Color’ if you want the mesh to react to whichever material is selected.
- Press Color>Fill Object.
- Reselect your texture map.
- Press Col>Tex which embeds the object’s material in the current texture map.
Restating it, if a texture map is present, the material assigned to the texture map ALWAYS trumps the material assigned to the model in a render (just as the texture map’s colored pixels do).
Finally, no matter which material is selected at the time a texture map is CREATED, the flat color material gets embedded in the pixels of the new texture map (however, for the sake of inconsistency, all the new texture map’s pixels will always be assigned the RGB values of the Main Color.)
I think I got that straight, thank you for your time… :rolleyes:
Sven
edit: and then there is the Colorize button… :lol: