View Full Version : Another prob... freezing textured clusters
funnydoodle 07-08-2003, 11:17 AM ok.... so i textured my character by parts using clusters..... now that i'm complete, are there anyway i can freeze the clusters or delete them and still have the textures at the same place on the model?
cos it'll save me lots of memory for rigging if the model's clean.... if anyone has any solution pls let me know... thanx!
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marci2001
07-08-2003, 12:47 PM
try RENDER MAP, with Unique UV-s
there's a quite good description in the manual
M
funnydoodle
07-08-2003, 02:25 PM
gee.. that's just what i need to do!!! but how do i create the rendermap from the existing textures?
marci2001
07-08-2003, 03:20 PM
RENDER panel - GET panel - PROPERTY panel - RENDER MAP
do your settings
(destination, create new UV-choose unique UV)
click regenerate map button
load up the freshly generated MAP into a new clip, connect it into you illumination node's diffuse (via image node :) ) parameter
open IMAGE node, set texture UV to the new UNIQUE UV
Is it working?
M
funnydoodle
07-09-2003, 04:06 AM
i did as u told me, which is quite similar to the tutorial i found in edharriss.com
but i end up getting a black little square texture for my rendermap..... and no, it's not working........ any idea what i did wrong?
BiTMAP
07-09-2003, 04:29 AM
i'm not sure what your doing, but you may still need to reapply your texture map images??
funnydoodle
07-09-2003, 04:39 AM
ok.... i modeled a character and it consist of several parts or models... so i textured them separately and merged them together ..... as a result, i have a fully textured model but it consist of clusters... lots of them...... how can i delete the clusters to clean the model and still have the textures at the same place.....?
Atyss
07-09-2003, 06:28 AM
The thing is that afaik you can't rendermap clusters.
There is something you can try, but I don't garantee it will work. Apparently, when you apply a projection on a cluster, the entire mesh is affected, not just the cluster. However, the samples outside the clusters are scaled at 0,0.
So then what you should try is this:
-Apply a projection to the entire mesh.
-Open a Texture Editor the for the first cluster, lock it, and open another one for the whole character projection. Be careful at picking the right projections from the UV menu in the texture editors.
-In the cluster TE, select the sampes (if there are some in the absolute lower left corner, don't select them), then do Edit > Copy UVs
-The the whole mesh TE, do a Edit > Paste UVs.
(it may not work, but if it does, continue with the following)
-Then it's a matter of open a TE for each cluster, each time selecting the samples and copying them the whole mesh TE.
Cheers
Bernard
funnydoodle
07-10-2003, 03:46 AM
nope not working.... but thanx anyway...... sigh...... c'mon,.. there's gotta be a way!
tachy0n
07-10-2003, 01:37 PM
Why not just leave the different parts of your character seperate, and rig them together ? Is there any particular reason that you are merging them into one mesh ?
funnydoodle
07-11-2003, 02:48 AM
oh no... that'll be a big mistake! models with clusters: heavy model, eats lots of memory..... imagine, i've to rig them.... and paint their weights.... and then.... animate them..... u've no idea how heavy the scene will be.... it's cause slow workflo..... clusters... oh boy..... anyway, i think i found the solution...... for those interested might wanna note this down.....
1. i duplicate the clustered model and deleted all it's clusters.
2. then i give it a new material which has the same attribute as the original one...
3.Now i have 2 diff models. one original with textured clusters, another same model but totally clean..(u might wanna freeze the models)
4. Next, i have to merge all the textures involved into one big texture using photoshop.
5. texture the new model, any projection will do since i'll be using texture editor.
6. Then i opened 2 texture editors in 2 viewports, one for each model.
7.select the original model's cluster and copy it's texture's uv in the TE and paste it in the new model's TE. Then just move the vertices in the TE to the part of the texture it's suppose to be at.
8. Repeat step 7 with all the other clusters until the whole new model is textured.
9. u might wanna touch up and carefully check if the texture seams are well taken care of....when done, freeze it and there ..... job done.....
im not sure if anyone has anymore solutions..... but uhm for the mean time thats how i do it.... kinda hard job though..... blah.....
moral of lesson: merge before u texture...lol
funnydoodle
07-18-2003, 12:42 PM
thanx 2 everyone who helped!! i appreciate it alot.... now that my character is done..... it's time for critiques.... for those who are interested, i've posted the pic and test animation in a new thread at the wip/critiques section..... the link is http://www.cgtalk.com/showthread.php?s=&threadid=76241
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