UVW Mapping
#1
Posted 13 January 2012 - 07:57 AM
e.g. I have Saruman open, can I have seperate textures:
-1 for his staff
-1 for his cloak
-1 for his shoes, hands and head
Cheers
#3
Posted 13 January 2012 - 06:19 PM
If the hands are detached from the arms, then the final model will have a split inbetween if you know what I mean
#5
Posted 13 January 2012 - 06:59 PM
So I seperated the staff, made a skin, UVW Mapped it and I can bind it with Saruman
#6
Posted 13 January 2012 - 07:04 PM
but, wheres the bigger advantadge? i mean, its easier to manipulate the texture or something? ^^
#7
Posted 13 January 2012 - 07:07 PM
And the binding is made a bit more simpler.
Whenever I edit a model, I detatch the weapons, cape and shields
#9
Posted 13 January 2012 - 11:44 PM
That's actually not true, if you separate the sections, but leave them in the exact same spot as they were originally, you can bind the vertices normally for both parts, and there would be no noticeable indication that it is composed of two separate meshes. The only noticeable thing would be that the textures would likely have a distinct line between the arm and the hand, but likely you'd never notice that in BFME.The problem is, if I split the model up, then the binding will look weird:
If the hands are detached from the arms, then the final model will have a split inbetween if you know what I mean
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#10
Posted 14 January 2012 - 07:25 AM
I didn't move the head or any objects for that matter
#11
Posted 14 January 2012 - 07:31 AM
This is probably my favourite UV mapper, but you need it in an OBJ format to map, so you'll probably need to re-bind your model (not too sure about that, I mostly do buildings).
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#12
Posted 14 January 2012 - 08:11 AM
But thx anyways
#13
Posted 14 January 2012 - 12:44 PM
Oh, because when I was binding Faramir once, I seperated his head from his body and the binding looked like his head wasn't even on his body
I didn't move the head or any objects for that matter
When you separate the model into pieces, you will have overlapping vertices. Just make sure any overlapping vertices share the same bone rig. Then it should be fine.
#14
Posted 14 January 2012 - 09:11 PM
I was able to find what part of the UVW Map was what
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