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valoukh
07-12-2005, 08:21 AM
Hi there.

I'm currently texturing a skyscraper I modelled, and I wanted to ask a quick question. I'm using a Multi/Sub-Object texture for the model, but it has become apparent that this is going to be quite complicated. To clarify; I have a tower with ledges and windows which I extruded (negatively). The windows, therefore, will need texturing seperately to the brick-face of the building. My question, then, is this; while I can probably get away with texturing a few of the brick-wall polygons together, must I texture the windows one-by-one? The reason I ask it that this would mean I would have at least 60 textures (and about 40 of them clones) in the Multi/Sub-Object texture list!

Is this the best way to texture an object with so many sections?

Thanks,
-valoukh

Jaffajuice
07-13-2005, 03:03 PM
Have you UVW mapped the model?. If you have, and all of the windows have the same material id, you can single out and move all of the windows UVs in the UVWWrapper Edit function to be over a single image of a single window.( or three different window images to add variety ). You would then need only two textures, one for the brick, and one for the windows.

Alternatively, you could create one side of a single floor of the scraper. Texture this using the multi-sub object material etc..., then clone this section to create the rest of the building. Not the most elegant way, but possible just as time saving.

I woulld UV map it personally, as it can be quicker and gives you more freedom with texturing complex objects.

Additional open question => In a single UVWmap texture, can you specify certain polys to tile an image? For example, on a single texture map, can you tile a small section of brick texture across a large single plane, and have the window image, which isn't tiled?

valoukh
07-14-2005, 08:26 AM
Ah!

I did try using an Unwrap UVW modifier, but all I got was a mess of polygons. I keep forgetting that I could split the mesh into seperate selections to make it easier! I'm also very glad you pointed out the method of putting all of the windows over the one texture - otherwise I would have ended up with a giant, low-resolution grid of windows :(.

As for your suggestion, I have considered trying that, but I'm a bit obsessive about my models being single, solid meshes, and I'm guessing that this method would require me to leave the floors as seperate objects in order to keep the texture coordinates (although do correct me if this is not so!).


I woulld UV map it personally, as it can be quicker and gives you more freedom with texturing complex objects.

By this, do you mean Unwrapping the texture?

Finally; I'm not entirely sure what you mean with that last question, but yes, by using MatIDs, you could just select the polys surrounding the window, and leave the window blank. Not sure if this is what you meant! :P

Thanks for your help,
-valoukh

Jaffajuice
07-15-2005, 02:31 PM
This is how i do it, Its a method i've pieced together, so for all i know it could be utter poopoo, but anyway.
First apply a dummy texture, such as a checker map with about 10x10 tiles. This will allow you to see the smoothness of any UVMap you apply and easily find problems. In edit mode, select the polys that face in a similar direction or plane, for example all faces pointing front. whist these polys are being selected, add a UVWMap - plane, look at the polys face on, or in a front view viewport and 'view align' the planar UVWMap. now add an Unwrap and go into the edit window. You should only see the polys selected, adjust as nessesary so the checkered texture is even, then collapse the group or reconvert the entire model to an editable poly again. repeat until all polys are mapped. The finally add an Unwrapper to the entire model and go to the edit window. Here you should see all of the smaller, more managable pieces of the mesh that you can now piece back together and organise into a material map ready for photoshop. Do your think on Photoshop, then apply the texture in place of the checker map. and wola!

You can keep the model solid and use this method. Just call the floor a different MatID to the walls and windows etc.... Plan in advance how many maps you will need, and try to squeeze as much onto a single map as possible, like the windows, objects and fixtures on one map.

My previous question was verbal liquidpoo.I was pondering how to minimise texture maps by sharing tiled textures with UVWMapped textures, but i don't think it possible.

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