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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

sakuramboo
03-20-2003, 04:31 AM
very simple. collapse the modify tree. select the top modifier so everything is working fine. then just convert to edit poly. or mesh, or what ever editableXXX your working with. itll save all the data so you dont have to uvw map it anymore. and itll speed up your modeling too. the more modifiers you have, the laggier modeling becomes.

belugi
03-21-2003, 04:57 AM
thanks a bunch for your help!

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