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WAcky
08-15-2005, 07:51 AM
Hey everyone!

Before i ask away i just wanna say the keep the good work up ur all doing great stuff!

So ive been playing around with max for years now and ive just started modelling for a small personal project im starting.

ANYHOO...

The two questions i have are as follows...

Im creating some hair, (with alpha mapped planes,) and im having trouble with them. When using editable poly i cant just weld a plane to and edge, and i also can use the extrude edge function because that creates 3 verts at the base of the plane.

When i use editable mesh its fine! but then i convert it back to poly and the planes just break off from the mesh...

So is there a way around it, or do i have to be satisfied with the seperated planes?


Secondly,

I have never textured an object with two or more texture maps, and im totally in the dark on how to unwrap a single object to multiple uvw maps...

ANY help is much appreciated.

Thanks alot guys! you rule.

Mastahful
08-15-2005, 08:00 AM
Hey, I’m not sure about the first question, i work in poly and switch to mesh now and then but haven't had the problem of planes breaking off.

One way of texturing an object with two maps is by assigning different material IDs to selected faces in editable poly mode...then you can create a multi/sub material with 2 material slots, one for each ID. When you unrwrap you can also select faces by material ID.

Hope this helps.

Robert-Fletcher
08-15-2005, 06:18 PM
I dont think there should be a probelm with the planes being seperated, This shouldn't cause any real problems in your workflow,

as far as using multipal textures all u need to do is assign material ID's one for each seperate texture. then assign a Multi/SubObject Material to the object. In the Material dialog you should get a list of numbered materials coresponding to the Mat ID's. do a search in your help docs, i'm sure there's a tutorial on this.

Hope that helps :) Good luck Multi/Sub Object Materials can b confusing :)

WAcky
08-15-2005, 10:37 PM
hey guys! thanks alot for the replies.

It would turn out (after alot of searching and reading) that its an e-poly-ism that three edges cant chare the same vert, and thats why the polys seperate or just dont even connect in e-poly.

SO...the solution, for me at least, is to do aaaaall the modelling in e-poly, before converting to e-mesh to do the hair and then the unwrapping...


As for the mulitple texture maps, i THINK ive got it now. Ive just gotta finish unwrapping this model and i can see if ive got it all down-pat.

Thanks guys!

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08-15-2005, 10:37 PM
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