wizuby Posted March 7, 2006 Share Posted March 7, 2006 Maybe I am just missing something completely, but I am having the hardest time with multi subobject materials and UVW maps. I am modelling an apartment complex completely out of editable polys. Of course, the polys need several different types of materials on the various faces, and some of these faces require UVW map modifiers. I am using the material channels (at least I think I am using them correctly) and a multi-sub object made up of about 13 different materials. My problem is whenever I apply the UVW modifier to one face it works fine, but usually when I apply another one to a different face on the same poly, it screws up the first one. Are you not supposed to put more then one UVW modifier on the same poly? Am I going about this all wrong? If so...what is the best way to apply this kind of texture on to a complex polygon with lots of faces that need different maps on them? Here is the picture...how should I go about putting materials on this thing. Link to comment Share on other sites More sharing options...
a_w Posted March 7, 2006 Share Posted March 7, 2006 When you say material channels, I'm unsure whether you mean Material IDs or Map Channels. Here's an overview that may help. You've selected a set of polygons and assigned them a unique Material ID from within the Polygon Properties section of the Edit Poly menu. You then repeated this process until each polygon on your object knew which of the Multi/Sub-Object Material's sub-materials it should have. So you could control the placement of each sub-material on your object, you assigned each map (diffuse map, bump map, etc.) of your sub-material a Map Channel number, from inside the Coordinates section of the Material Editor. This is different than your Material ID and sounds like it may be the step you missed. Maps that you want to be able to control using a single UVW Map modifier should have the same Map Channel number. Any two maps that you want to control in different ways should have different Map Channel numbers. Step 8 of the following tutorial may explain better: http://www.onnovanbraam.com/tutorials/mapchannels/ Now, when you assign your UVW Map, you'll change the Map Channel parameter of the UVW Map modifier to the same Map Channel number you assigned the sub-material you'd like to control. Repeat this for each UVW Map modifier you assign. Oh yes and be sure that you're not still in sub-object mode (vertex, polygon, etc.) when you assign your UVW Maps. I hope this helps. a_w Link to comment Share on other sites More sharing options...
wizuby Posted March 8, 2006 Author Share Posted March 8, 2006 I believe you hit it right on the head when you said make sure your not still in sub object mode when you apply the modifier. That was my problem. I knew it was something simple I was missing. Thank you! Link to comment Share on other sites More sharing options...
turkoglu70 Posted October 25, 2008 Share Posted October 25, 2008 I had the same problem and solved it by accident.. For my case it worked when I converted the object to poly and not when added an edit poly modifier. Link to comment Share on other sites More sharing options...
Ingsoc75 Posted October 27, 2008 Share Posted October 27, 2008 This brings up a question I have. By creating a UVW Map for all the various sub-objects, wouldn't that be quite a few to keep track of? Link to comment Share on other sites More sharing options...
sideshow tpc Posted October 27, 2008 Share Posted October 27, 2008 unless you need to keep adjusting them, just convert to editable poly after you put each map on. I find that maybe having to redo the odd map is much easier than keeping track of a massive mod stack. Link to comment Share on other sites More sharing options...
turkoglu70 Posted October 28, 2008 Share Posted October 28, 2008 Well this a hobby for me, probably there is a much practical way for it.. Sorry if I mislead you.. Link to comment Share on other sites More sharing options...
RobNJ73 Posted October 28, 2008 Share Posted October 28, 2008 For those times where I need to keep a large modifier stack intact, I like to rename some of the modifiers so I can more easily keep track of which UVW Map modifier does what. Just right click on the modifier in the stack and select "rename". Helps me see at a glance which modifier is doing what when those inevitable last-minute changes come up. Link to comment Share on other sites More sharing options...
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