View Full Version : weird material mapping issue
sireel 06-21-2002, 12:42 PM Hey guys, I have a box. 6 sides (execpt for the chamfered edges. Very simple. I want to put a texture on 5 of the sides but leave one for another texture\mask combo. I create a multi\subobject material and place the 2 materials in the appropriate spots. I select mesh, and then select the one face, then drag and srop the material texture with mask to it. and give it a map channel of 1. the I do another mesh select and select the other faces and drag and drop the other material to them and give it a map channel of 2. I then add uvw map to the one face with the appropriate map channel and give it a planular mapping. then add uvw to the rest of the box and give it a box mapping. The only results I get are either the mape thats suppose to come up on one side coming up on all the sides or the one thats suppose to come up on 5 of the sides coming up on all the sides. can someone help a brother out?
I hate meterials, I hate mapping but I want to get better at it.
|
|
sireel
06-21-2002, 12:50 PM
heres a picture of whats going on:
zkydz
06-21-2002, 12:56 PM
Did you check the map channel assignment in the material itself?
z
Iain McFadzen
06-21-2002, 01:04 PM
Do this:
Select the whole box in Poly SO mode and go down the modify panel to the "Material ID: " field, and put a 1 in there. The whole box is now ID 1. Now select the poly you want to be different and in the same box put "Material ID: 2". These ID numbers will correspond to the slots in your Multi/SobObject mat.
Still in Poly SO mode make sure you have the Material ID: 2 poly selected, and apply a UVW map modifier, planar map, and fit it to the poly/align it in the correct plane.
Now add a mesh select modifier, select all the ID:1 polys (there is a "select by mat ID" command for this), and apply a second UVW map modifier, this time using "box" mapping.
You can assign map channel 1 to both of these modifiers because, and this is really important, map channels have nothing to do with material IDs . The submaterial's position in the Multi/SubObject mat is the thing which references the material ID number. Map channels are there for individual bitmaps to reference specific UVW map modifiers (remembering that you can apply up to 99 different UVW map projections to any face).
Lastly at the top of the stack apply another edit mesh or mesh select (to cancel the previous SO selection) then just drag the whole multi/SO mat from the material editor onto youyr object. The correct mats will automatically be assigned to the correct subobjects.
Hope this helps.
Sebastian
06-21-2002, 02:44 PM
Use a multi/sub object just like you did and give all sides ID's.
Once you gave all your sides an ID, use "select by ID" to select the first side (ID) you want to give a texture. Give it a UVW map, and get your material correct on it. After you've done that, collapse your stack. Your object won't lose it's mapping for that poly you've textured. Then select a new ID and give it a UVW map, after that collapse again. Then the next and so on and so on....
Sebastian.
sireel
06-21-2002, 03:46 PM
Actually I tried Iain's suggestion and it didn't work the first time so I started over and tried it again and then it worked! I don't know what the hell just happened or what I did wrong but I'm glad its fixed. Thank all of you guys. I'll chalk this one up to experience.
CGTalk Moderation
01-13-2006, 09:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.