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View Full Version : UVW Mapping : Multiple UVW Maps on a single model


samtack
04-30-2003, 11:38 PM
ok im wodnering aobut using multiple uvwmaps on a single model....ive trying adding mesh select, selecting one of the areas i want a map to be on and then adding a uvwmap, then i add a uvw unwrap but i cant get into the subobject level of that modifier liek usual...am i missing something here?

Stupeyfied
05-01-2003, 12:23 AM
Convert to edit mesh, select the polies you want to map, assign each diff polies a diff map coord, then create a multi/sub material, and make each one a corresponding number according to you poly selections that you just made. Or something like that.

samtack
05-01-2003, 07:56 AM
ok but is this how you put multiple uvws onto a model cause i know how to do multi/sub object....but like basically im doing a game model and i want 1 256 map for the head and a 512 for the rest can some explain what i need to do for this?

TimWoods
05-01-2003, 10:34 AM
you need to change the material ID on the selected polys. scroll down the edit mesh modifier to find surface properties, then just spin the spinner to the desired material ID that corrisponds with the multi sub material ID in the material manager. Then its a case of uv mapping the selected polys, unwrap, position map, collapse to mesh again, then start again with the next mapping area.
hope this makes sense.
:D

EricChadwick
05-01-2003, 02:19 PM
Samtack, these are good hints. Although I think your basic problem is that you are passing a sub-object selection up the stack to UVW Unwrap. When it gets handed a selection, it disables its own SO, since it figures you only want to use SO selection from the underlying Mesh Select.

A better way to go is to not use Mesh Select. Instead, I;d suggest you collapse the stack, then add a UVW Unwrap and use its own SO to select the relevant faces. UV map them using the UVW Unwrap rollouts, optionally edit in the popup Edit UVWs window, then back in the modifier panel select the next set of faces and repeat.

Material IDs are necessary only if you want to apply different materials to sets of faces within the same model, using a Multi/Sub-Object material. Kind of a different concept than UV channel #s.

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