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texture mapping


dnagi
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I am having trouble mapping my model....I am using an edit mesh with uvw mapping...as long as I use the same texture map...I get great results ...I can vary the size and tiling of the map on each poly....but when I need to change the texture .....the new map takes over the entire element...I don't understand what I am doing wrong :(

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hi there, select polys U want ot map, under mesh sub-object level, for example ID4, then with only those polys selected apply UVW map modifier, tweak until you are happy, then collapse the modifier stack. repeat the steps for different poly ID's.

this does not include explanation if U are using texture ID's.

hope it helps.

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I can fix the problem if I break the poly into a new element...but i shouldn't have to...that is the problem..i can slve the problem...but i want to understand why i can't continue to map additional poly with in the same element....as long as i stay with the same material..ie standard within map say bricks...it works fine...ok say i switch polys to a cornice or window or muttin..i am screwed...if i break them off as new object or element and then texture...fine...but i shouldn't have to....that is the problem ...why is the new texture taking over on the entire object...ie building

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I can fix the problem if I break the poly into a new element...but i shouldn't have to...that is the problem..i can slve the problem...but i want to understand why i can't continue to map additional poly with in the same element....as long as i stay with the same material..ie standard within map say bricks...it works fine...ok say i switch polys to a cornice or window or muttin..i am screwed...if i break them off as new object or element and then texture...fine...but i shouldn't have to....that is the problem ...why is the new texture taking over on the entire object...ie building

I am assuming you use multi/sub-object material to this geometry. Make sure the meterial IDs are matching.

Another possiblility is you only have one uv set for the entire object, don't you? To solve that, you need assign different UV for this object.

hope this help.

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