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Old 18-03-2005, 10:56 PM   #1
Star_Scream
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Mapping selected polys?

hi,

i'm freaking out here because i try all the time to give my selected polygons a map, but the whole char is with this map when i drag and drop the map to it

please help me

thx
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Old 18-03-2005, 11:22 PM   #2
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please specific on the title which software you use ..
mm ..if you use max ..you should select the polys and then assign the textur to them ..
don't drag it ..assign the tex by the button
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Old 18-03-2005, 11:26 PM   #3
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i assume your using max.
Mapping can be frustrating. Many different ways to do it.
One "short-cut" I use is to select the polys for the map, the go move down on the modifier and choose "detach". Then that part of the model is seperate...add your uvw map...adjust accordingly...repeat for all sections then reattach the pieces to make one mesh once again.
Gotta use different methods if you need your maps to blend together..Try out unwrap UVW if its complex....a free plugin called texporter for simpler objects.
Hope it helps.
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Old 19-03-2005, 12:46 AM   #4
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ups sorry, yes i am using max.

thanks, i hope that it will help me now
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Old 19-03-2005, 03:58 PM   #5
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if its an complex shape, unwrap it. if its quite simple and you just want to add some labels or whatever, then this tutorial might help: Link.

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Old 12-04-2005, 10:05 PM   #6
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To assign a material to only the selected polygons, using the Edit Mesh ( not Mesh Select ) modifier, select the faces you wish, and then from the Materials menu, assign the material. Only the selected faces will have the new material applied to them. Having a number of faces selected you can add the UVW Mapping modifier to be applied only to these faces aswell. Furthermore, you can use Material IDs to have different faces get different UVW Mappings, simply notice that all materials have a standard Material ID of 1 meaning these will work with UVW Mapping modifiers set for the 1 Material ID. You can play with this feature to make complex mappings
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Old 14-04-2005, 02:09 AM   #7
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thanks Freespace that have helped me
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