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Aragami
06-30-2005, 11:31 PM
Im not sure if this has been discused already but I have search and didnt find anything.
#1 _ Is there any way to use multiples uvs in one object?
I have 2 models with their own uv and i want to merge them and keep the 2 uv maps separately.
#2 _ Anybody have experience with softimage .x exporter?
Thanks in advance

Strang
06-30-2005, 11:42 PM
i found 7 results from searching "multiple uv"...

when you do a merge there are options right there in the ppg to perserve uvs and materials.

i have no experience with .x

DrAdamDinosaur
07-01-2005, 01:20 AM
I've been looking into this recently. Select both your objects, use the Merge function, where is what to merge click "all" then press the "delete/freeze operators" button(name is close to that anyway) Open your explorer, go to the object and click through till you see the clusters folder. There will be nodes under it, one for your two seperate uv maps and one combining them both. I think from here you apply your materials to to the node that represents the uv map you want to put it on. I'm not entirely sure on this however. I am at the moment trying to work this out for a half life 2 or UT2k4 model but am very new to XSI so still having difficulties. Hope that helps somewhat.

Aragami
07-01-2005, 09:18 AM
Thanks for your answer strang ,dradamdinosaur:-)
Works great that way.DrAdam that the way that i was doing it ..but i was wondering if using the same material so that way you can use the different uvs with the same material in the same render tree..it seems you cant.You have to use clusters and different materials for each UVmap.
About the directXexporter i cant get it to work..textures appears all messed up in the nvidia viewer but looks good in XSIviewer.:(.
Thanks again.

ElysiumGX
07-01-2005, 04:34 PM
I've had several clusters share the same material.

When I import an .x file into XSI, I get weird UV's unless I check something in the import/export options. I think it was Align UV's. Try that.

DrAdamDinosaur
07-02-2005, 11:22 AM
I assume the .x exporter is for directX or actor X? I'll assume then that this is exporting for real time stuff. Can anyone tell me for sure that the way I sugested is the correct way for game relatd material? I can't find a definite answer

ElysiumGX
07-02-2005, 03:22 PM
The ActorX plugin recognizes the Clusters. A small game engine I'm also playing with reads them as well when converting from dotXSI. I would assume the other formats would handle them correctly, accept for maybe 3ds, but I haven't the time to test them. Isn't it similar to Max's Material ID's.

Aragami
07-03-2005, 05:19 AM
Both directx exporter and actor x are for real time stuff.Actor X is for unreal engine ..directx its an standar file for direct x meshes.(correct me if im wrong)
Here Im talking about direct x exporter...Softimage direct x exporter recognize clusters ..but when you export the mesh ...uvs are flipped vertically.Also I cant get to work transparency bump and specular.
Probably right now the best option is to write another exporter or get something like okino :(.

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