View Full Version : multiple textures problem!
Ok, I have unwrapped my model on which I'm going to use 2 512*512 textures. Hmm it's hard to explain, but I know how to assign multiple textures (select mat id then apply texture) but I must lay the uv's out first and then export them with texporter. But if I do that the uvs will be on each other. I need layers or something when I unwrap so I can have one layer for each texture.. Hmm, does it make any sense at all?
So... I'll try to explain again :) I want to export 2 "uv-maps" with texporter so how do I do that? The different parts (the body parts I have unwrapped) can't lay on each other cause that will mess it up when I texport it. Hope someone understands what I mean cause I really need help with this!
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EricChadwick
06-27-2003, 05:13 PM
Choose the radio button Only ID, then change the spinner.
Yeah, that's one way, but then I would have to do that with all my 30+ mat ids and then paste them together in photoshop into 2 texture sheets... which wouldn't be too smooth :) There MUST be another way? :)
EricChadwick
06-27-2003, 07:02 PM
Don't know why you have 30+ sub-materials for just two textures. Why not just two sub-materials?
Anyhow, delete half the model (the faces that use one texture sheet), then texporter. Undo. Repeat with the other texture's faces.
I had lots of mat id's to be able to unwrap the thing, but maybe I could reassign new mat id's, that would be kindof smooth. Btw, is there a way to get a selection from the unwrap editor to mesh select. Say I unwrapped the leg and want to have it selected in the viewport so can assign a new mat id to it.
I even think I have done that, when I selected something in unwrap editor I saw that selection in the viewport but now it doesn't work :/
I think you should try out a tutorial on unwrapping, might help clear out things for you; i might be wrong but reading your posts i feel like you've just added an unwrapp mod on top of your object, without trying to organize uvw coordinates ?
I mean, once you've assigned your mat ids, then in the unwrapp mod you should lay them out so that you can export a single image out of it to paint that in Ps (well you can use more than a single image if you feel an area would require its own map).
From your posts i feel you have not layed your uvws out (you say they are overlapping).
As for selection in viewport, in your mod stack, expand the "+" aside the unwrap mod and you'll see "select faces" (or something like that), then in the unwrap mod's options there is a parameter to enable viewport updates while you work in the uvw editor.
mouj
maxmare
06-28-2003, 10:49 AM
I am not sure whether you found it out already but there I go..
Apply different uvwMap modifiers to different parts of your model eg. mouth, eye, arm, leg, hand..etc.. they could be different kinds: planar, spherical..and you assign different id numbers to them: mouth(1), eye(2)...so when you unwrap you can specify the id of the map you want to unwrap (at least with texporter) et voila..you get your skin pic. now to make them seamless you need to apply the final bitmap skins using a mask the fades out the seams you the base material (in a composite material) shows smoothly below...hope this helps.
Cheers
Originally posted by mouj
I think you should try out a tutorial on unwrapping, might help clear out things for you; i might be wrong but reading your posts i feel like you've just added an unwrapp mod on top of your object, without trying to organize uvw coordinates ?
I mean, once you've assigned your mat ids, then in the unwrapp mod you should lay them out so that you can export a single image out of it to paint that in Ps (well you can use more than a single image if you feel an area would require its own map).
From your posts i feel you have not layed your uvws out (you say they are overlapping).
As for selection in viewport, in your mod stack, expand the "+" aside the unwrap mod and you'll see "select faces" (or something like that), then in the unwrap mod's options there is a parameter to enable viewport updates while you work in the uvw editor.
mouj
I have organized the cordinates and I've fixed so theres no stretching and so on. The thing is, I know how to lay out the uv's and make one map, but I don't know how I'm gonna lay it out if I'm gonna use 2 maps (I'm gonna use 2 512*512 maps). Since theres only one rectangle in the uveditor where all cordinates must be inside, I have to put the cordinates from both maps on top of each other. Right now I have like 30 material ID's. If there would be a way to reassign ID's from the uveditor my problem would be solved. Then I could just move all cordinates outside the rectangle, organize the cordinates for map #1 ,give them mat ID 1 and then give the cordinates for map #2 which are outside the rectangle ID 2. Then I could simply press that rolloutthing and chose to only show ID 2, and then organize them in the rectangle whene the cordinates from ID 1 are hidden. Then it would be simple to export each material ID in texporter.
But as it is now I have lots of material ID's (like you said, one for the face, one for the feet and so on) so I need a way to change material ID's from inside the uveditor.
Hope this helps you help me :)
Already then, if it's all done, then what you could do is take care of them seperately : first lay out what will be your Mat id 1, then on top of that lay out what will be your Mat id 2, and collapse your stack (you can lay them one on top of another).
Unwrap changes are "baked" into the object.
Then switch to polygon / face sub object, and using the "Select by Id" feature with "clear selection" off, select all the ids that will make up one map, and reset their ids to 1, hide them if you will, then repeat the operation for what will make up the second map and reset these to mat id 2, and you're set.
Now you can add an unwrap mod again, using the rollout to select mat ids you'll have mat id 1 and 2, and you can now use Texporter as Posm said, with the "Only Id" feature, and export two maps.
does that help ?
mouj
yeah that helps a lot, just wished there existed a smoother way :) Like just select some cordinates and set new ID's from the uveditor or something, that would rule :) It's wierd that it's so compicated, it can't be that unusual with more than 1 map?
EricChadwick
06-30-2003, 02:30 PM
I think it's only complicated because of the unusual route you took. Most people don't use mat IDs for making UVs.
Mouj's method is the easiest way I think for converting your IDs into two. There is another way to get face selections out of Unwrap, but its unwieldy...
Select faces in the Edit window, Sync To checkbox, SubObject mode, add a Mesh Selector Poly Select modifier, go into SubObject face, add a Material modifier to set the ID, collapse, repeat. Yuck, but do-able.
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