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View Full Version : Merge two model into one, with 2 texture sheets


adam|zeliasz
06-05-2009, 07:14 PM
I have two separate meshes; a body and a head that both have seperate UV's. I merged them together to create one character mesh. Both UV's get joined into one when I choose to move those over on the popup panel. What I would like to do is keep the two UV's separate, so I have two textures for one mesh. Whats the best way to do that? I'm running 7.5.

Thanks!

curbsidebandit
06-05-2009, 09:11 PM
I sounds like you want to have two texture projections for the one mesh. You can apply another texture projection to the object and copy/paste the original uvs to the new projection and position what you want. The original texture project can have the uvs of the body on the tile, and the second projection can have the head uvs. Whatever unwanted uvs in either tile you can collapse and place off the uv space.

adam|zeliasz
06-05-2009, 09:27 PM
I want two texture sheets for the one mesh. So I can have one .tiff for the head, and then a separate .tiff for the body. That way I can increase the resolution for the 'head' polygons without having them both on one texture sheet.

curbsidebandit
06-06-2009, 01:12 AM
Ok, so you want to plug two textures onto one mesh with one texture projection? You can select the polygons for the head and apply a material. This will create a material cluster for the head separate from the rest of the body. Then you can plug your high rez head texture into the material node that is applied to this cluster. The cluster can be accessed under the object’s stack in the explorer.

mocaw
06-06-2009, 04:15 AM
I would advise that you try to use weight maps first or some other method of mixing your two maps and UV spaces in the render tree. Clusters are fine, I just used them quite a bit in my last project, but if it's one solid mesh...well then try maps instead to separate things.

Heck...you might not even need to do that depending on what your setup is like...

adam|zeliasz
06-06-2009, 03:12 PM
Thanks guys, that worked great!

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