belugi
03-20-2003, 01:48 AM
Hi,
I'm texturing a head model that is very complex (it includes all the hard and soft tissue of the head in one object) and as such has many polygon selections.
The texturing process I used for this head is a multi-sub object material with mesh select, uvw mapping, and material modifyers placed on polygon selections of the different components.
I've got a rather long list of modifyers now (20 or so) and i'm noticing that when I make a polygon selection way at the bottom of the hierchy and then go back to the top all my textures get messed up badly.
Is this problem fixable?
Is there a way to select polys at the top of my modifyer list?
Can I temporarily "burn" a poly selction's texture into the object so as to avoid the shifting?
Are there any suggestions for a better way to go about texturing an object like this in the future?
any help, input or advice is greatly appreciated.
belugi
I'm texturing a head model that is very complex (it includes all the hard and soft tissue of the head in one object) and as such has many polygon selections.
The texturing process I used for this head is a multi-sub object material with mesh select, uvw mapping, and material modifyers placed on polygon selections of the different components.
I've got a rather long list of modifyers now (20 or so) and i'm noticing that when I make a polygon selection way at the bottom of the hierchy and then go back to the top all my textures get messed up badly.
Is this problem fixable?
Is there a way to select polys at the top of my modifyer list?
Can I temporarily "burn" a poly selction's texture into the object so as to avoid the shifting?
Are there any suggestions for a better way to go about texturing an object like this in the future?
any help, input or advice is greatly appreciated.
belugi
