View Full Version : unwrapping help.
ZenArc 12-08-2009, 12:24 PM hi. need help. I was wondering whether is it more ideal to attach all the clothes/Armour of a high poly character together into a single mesh and unwrap and texture or is it more ideal to do so seperately? i tried attaching everything together excluding the body and 3ds max will lag to a crawl. thanks.
http://i301.photobucket.com/albums/nn71/zenbience/test-2.jpg
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sundialsvc4
12-08-2009, 01:45 PM
I always do models (and in fact, everything ...) separately, in pieces. The objects are then grouped together. Even if it is necessary to join them permanently into another object for final-use, the pieces are kept in an original master-file. I've even been known to record the assembly process as a short script that I can play, hence an exactly reproducible workflow that requires no thought and no error.
My software (Blender) has a very good "library" system that allows me to build something once and then refer to it many times. "Priceless."
It's worthwhile to plan, not only for "how can I make this?" but also for "how can I make this again?" Likewise, "if I want to completely change just this, how can I plan to be able to do that 'with surgical precision,' even though I won't remember then how I did it now?" Doing stuff in carefully documented pieces is key. Being able to unwrap things easily is only a tiny part of the benefit.
ZenArc
12-08-2009, 02:24 PM
Hi. thanks for the insight. I had modeled everything and unwrap everything in pieces too. just that for the final unwrap for texturing, do I attached and combined all the unwrap into one 4k map and then texture in PS and then use mutli-sub materials, or i unwrap and texture each one separately ?
i tink the 'attach everything into one map' is more appropriate to save ram but once i attached everything bit by bit together, the program shows great amount of lag such that I cant do anything. is it norm? it is just 3 stacks of turbosmooth , shell and editable polys
Psyk0
12-09-2009, 04:48 PM
The lag issue might be caused by having a model using different materials, it's a glitch that happens in max sometimes (well most of the time). Just assign a standard material to the model and see if the lag still occurs...or turn off turbosmooth in the viewport.
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