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Old 21-01-2010, 12:42 AM   #76
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Ah got you now. Thanks for the reply!
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Old 21-01-2010, 02:51 AM   #77
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Wow I never new you can apply multiple uv layouts to one model. Is it really possible. And if yes, can anyone explain how to do it or provide any links?
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Old 21-01-2010, 04:12 PM   #78
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you put them in different uv channels - theres a field on the unwrap panel that lets you change channels.
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Old 21-01-2010, 06:37 PM   #79
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okay...so we can use multiple UV regions but only 1 diffuse, 1 normal, 1 etc correct? I know this is probably a dumb question as I can't really see the point of using multiple UV layouts/channels if we only get 1 map anyway. Eh?
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Old 21-01-2010, 06:49 PM   #80
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different UVs for different maps.

it's largely useless in a lot of cases I'll grant but if you had a lot of large smooth areas you could choose to use normal map space differently or something.
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Old 21-01-2010, 08:19 PM   #81
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I can see where multiple UV channels could be useful, especially if you're tiling something, you could have a unique color [diffuse] for the whole thing, while repeating the normals/bump w/e for extra detail, or just a smaller map.

But so long as you only have one of any kind of map, both sides of the polygon are going to share the same coordinates on any particular map no?

Unless....you could use it to exclude one side of the polygon from your UV layout? [ie. giving said side coordinates on a second channel that you don't then generate a map for, maybe just set an override value in your engine.]


[BigToe, I'm not begrudging you or the rule, I know you got that bit from the DW, and Unearthly, etc rules, I've just never been able to get my head around that clause.]
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Old 21-01-2010, 08:36 PM   #82
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doesn't bother me none.

although seems like evey comp someone has the same question. I like getting these type questions out of the way now, so when Dom War 5 starts(soon) our team is ahead of the curve.
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Old 21-01-2010, 08:44 PM   #83
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DOM 5 when is it i would like to enter that if i can. Is there a 10,000 tri limit on that too
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Old 21-01-2010, 08:46 PM   #84
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word on the street is it starts in March. Not sure what the regulations will be.
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Old 21-01-2010, 11:34 PM   #85
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Can I ask a question? With the shirt I am doing I want to put buttons on it but going to model them seperately. Do you just add them to the high res model when it comes to the bake?

Does that make sense?

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Old 22-01-2010, 12:47 AM   #86
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Another quick question guys...am I right in assuming that the character's weapons etc all come on the single texture map? I might have to take my guy's gun off him if so!
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Old 22-01-2010, 01:17 AM   #87
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Tarik2d: everything on the low poly should be on the hi gh poly. If your pushing the tri limit, then remove the buttons from the low poly but keep them on the high so you can use them for the normal map.

capnmatt: everything is included in the texture map. Everything.
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Old 22-01-2010, 03:30 AM   #88
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Speaking of DW, there are the first murmurings of it on GA. Some sort of preliminary concept art contest.
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Old 22-01-2010, 03:57 PM   #89
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Is it necessary to pose my character?
Or just T pose will work?
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Old 22-01-2010, 03:59 PM   #90
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you don't have to pose, but if you don't, it will look as if you didn't finish.
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