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#1 |
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I have a character model and want to use 2 texture sheets. Do I select the polygons that will be on my first texture sheet, apply uv unwrap; then select other remaining polys and do the same again?
To clarify: Select polys---apply checker Mat slot #1---unwrap uvw mod. Select remaining polys---apply checker mat slot #2 (channel 2)---unwrap uvw mod. Is this the correct method? |
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#2 |
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Join Date: Aug 2004
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depending upon which software you are using.i don't quite get what you mean really. I would put the head as mat#1,the arms as mat#2,the hands as mat#3 etc etc
then if you are using max in the unwrap uvw modifier you can select which maps to show in the uvw edit window. resize them and move them so they are not overlapping any others and take it from there. i know my explanation is poor but can you give us some idea of how many mat ID's you have and what software you're using. etc etc
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"We make a living with what we get, but, we make a life with what we give.." Winston Churchill. CG Portfolio: http://andoy.cgsociety.org |
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#3 |
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Forgot to mention the software. 3DS max 6. I've been playing around with the material editor and found that multisub object works fine using material IDs. I wanted to uv unwrap a model onto 2 texture sheets, so I applied 2 checker board materials .i.e. 1 for the legs & arms and the other face & body and then unwrap it.
I guess what you were saying was the right way of doing it. Thanks for the reply. |
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