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Shyft
03-28-2009, 07:45 AM
Using Maya 2008

i have right now two objects, shown here. The head and the torso. Well, there's also her shirt and eyes and other stuff, but i'm focusing on her head and torso for the moment.
http://img14.imageshack.us/img14/2971/materialseam.th.jpg (http://img14.imageshack.us/my.php?image=materialseam.jpg)

The shiny white material on her face/head is the maya MIA_FAST_SSS_material, or however it goes. the rest of her skin is a plain old lambert for the moment. In this screen cap it's difficult to tell, but right now, her head and body are separate objects.

Her head is already nearly complete, fully textured. So i don't want to lose all the work i've done thus far. All the vertecies are snapped and matching, i could merge these 2 meshes quickly and easily. The question is 'should I?'

See, i want to preserve the texturing i've already done for her head, and texture her body separately. But as you can see, there's this oh so ugly seam right around her collar bone.
Not to mention any number of headaches could show up while rigging.

So, i'll ask some specific questions, hopefully they are answer-able, heh.



I know that maya lets me select faces and applies a material to the selected face. Is this an acceptable workflow? Will it cause problems down the road? Further, how does one control UVs and painting textures with this? And assuming this does prove to be a viable option, is there any documented workflow using it?
How exactly do UV sets work? i've been trying to understand the maya help files, but they're not exactly telling me what i need to know: How can i control which material goes to which face, or which texture file goes to which set of UVs?
There are some options i've already been shown, like this here (http://www.cornerofthedreamingmonkey.com/documents/Maya%20Seam%20Baking.pdf). I have not yet attempted it, but it's certainly worth a shot.

uhm... that's about it, If anyone who reads this has an alternative suggestion completely unrelated to whatever i've already put down, feel free to say so. Heh.

Thanks.

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