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
ah cool :D.. that sorted the question i've posted too..
i have to collapse the modifier :P.. thnx man
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!!!!!
CGTalk Moderation
01-14-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.