mzagorski Posted June 26, 2003 Share Posted June 26, 2003 This is the roof for a model I am working on when I have some spare time! I am wondering... I textured that roof with about 6 different texture files in a multi-object material in Viz4. The roof's modifier stack has Vol. Select mods based on material ID number of polygons and then a UVW for each texture. Is there a better way to tackle this?.. Nisus - dont bother suggesting your digital charcoal!! Mike [ June 26, 2003, 06:44 AM: Message edited by: mzagorski ] Link to comment Share on other sites More sharing options...
mbr Posted June 26, 2003 Share Posted June 26, 2003 Maybe it's just my way, but I prefer modeling things if they are just simple planes. It allows for easy adjustment later on and you don't have to jump into PS all the time. Plus, it usually looks better. The only time I map large areas instead of modeling is if the polygons will be huge, or you only see it from a distance. Link to comment Share on other sites More sharing options...
Ernest Burden III Posted June 26, 2003 Share Posted June 26, 2003 this is probably an example where it would be better to model. You would get a much better seam, and they would cast shadows. They are repetitive so pretty easy to make. But if you are going to use a bitmap--what was all that about stacks and all? How about a simple planar projection--one map for the whole roof. Link to comment Share on other sites More sharing options...
kid Posted June 26, 2003 Share Posted June 26, 2003 Yeah, I'd just model the seams. Draw the seams as splines then apply an extrude modifier, that's if you're modelling in Viz. Link to comment Share on other sites More sharing options...
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