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View Full Version : hlp: how to create subobjects for texturing?


daliwonga
10-03-2002, 12:32 PM
I'm trying to texture a cat model but cannot find out how to show/hide different parts of the model i want to generate separate UV coordinates for.
I start with selecting the faces that form the left ear, do a cylindrical mapping & get good, non-overlapping UV coordinates. Now I want to hide these (left ear) faces and select the faces for the right ear & generate a new set of UV coordinates. Next step is to hide both left & right ear faces and continue with the other parts.
I've tried to use (quick) sets/ layers/ detach/ separate/ ... but as a newbie it's all confusing.
I just want to select some faces on a model, turn them into a named part of the model for which i can turn on/off visibility individualy.
When i select some faces on a model and then click 'invert selection' i don't get a display with all the unselected faces displayed.
This seems to be easy to do but as a newbie it's hard to find the answer in the pile of manuals.
Thx for all your help.

daliwonga

olivier georges
10-03-2002, 04:06 PM
hi, try to dowmload the game plug-ins pack from alias site, there is tools to help you, like invert components selection or hide face etc...

olivier.

Houkah
10-03-2002, 08:04 PM
There's a good UV mapping tutorial called Ugly character mapping tutorial. I don't have the URL saved though. Basically you just go to component mode and select all the faces then in the viewport menu (view, shading, lighting, show, panels) go to

show>isolate selected>view selected
then go in and select the faces you want to hide and go to
show>isolate selected>remove selected objects and they'll disappear from the viewport. To bring them back just uncheck view selected. I *think* that's what you wanted to do right?

daliwonga
10-03-2002, 08:28 PM
@olivier georges:
thx. this gamepack contains some things i'm looking for. unfortunately this doesn't seem to work in v.4.5. did you get it working?
@Houkah:
i've read the tutorial and it's quite helpfull for what i want to do.
thx for your help.

MasonDoran
10-08-2002, 10:11 AM
why not use multiple uv sets? create a new uv set for each new mapping....and it will hide by default when change to a new set

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