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View Full Version : texturing : remodeling after having unwrapped


dogz
04-25-2003, 04:56 PM
okay i have a question..that the help file and search button could not help me with...i modeled and unwrapped a human character i have..its a single mesh object...but now i want to add stuff to him.like armour and a helmet but keep him one single mesh..is there any way of perserveing the existing unwrapped meshes and add objects to the model while keeping him one single mesh?..or is this simply impossible in max?..or do i have to reunwrapp the model?
thnxs in advance:buttrock:

ps..or is this in the helpfile in max..if so where?

dogz
04-25-2003, 05:09 PM
:wavey:

mouj
04-25-2003, 05:29 PM
Howdy !

You could just start a new model alltogether, 'on top' of your character mesh, and upon finishing this new addition, use the attach feature to make it part of the character mesh, this way it will be "physically" considered as one single object, but in fact added bits will be treated as elements, enabling you to work on them easily, independantly, thus you'll be able to unwrap it without changing anything on the previously unwrapped mesh, this way you can either incorporate the new object's uvs in the mesh and use a single map, or use different maps for each element.
hope i could make it somewhat clear enough ? if not tell me, i'll try again : )


say once you have unwrapped your character mesh, collapse it to whatever, from then the uv coordinates you've just applied are stored in the mesh, so if you used mat ids in unwrapping for example, then you could now select all your faces and give them a single mat id, it won't change the uv coordinates; so you can just add new geometry, either starting a enw mesh and use 'attach', or duplicate a set of faces from your original mesh and get going, you can apply it right away a new mat id and so on, and once you're done, when you apply unwrap once again, the previous changes are still there and you can focus on the new geometry...


mouj

Damm
04-25-2003, 05:47 PM
ah cool :D.. that sorted the question i've posted too..
i have to collapse the modifier :P.. thnx man

dogz
04-25-2003, 08:04 PM
cool thanks ill try that out..ill let you know how it goes if you care:beer:

edit_..WOAH that worked perfectly thanks dude you saved me from days of unwrapping time!!!!!

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