carlos_ramiro Posted January 19, 2004 Share Posted January 19, 2004 Hi I have to texture a wall with four diferents materials, as the imagen shows. My question is, wich is the best way to model it, thinking about texturing. I meant, one box for each material?, or one box and then work one material, four maps, and masks? is this possible? Could you explain how to do this? Thanks Link to comment Share on other sites More sharing options...
carlos_ramiro Posted January 19, 2004 Author Share Posted January 19, 2004 sorry, no url to upload the imagen Link to comment Share on other sites More sharing options...
STRAT Posted January 19, 2004 Share Posted January 19, 2004 use cga's own image up loader then Link to comment Share on other sites More sharing options...
IC Posted January 19, 2004 Share Posted January 19, 2004 Use the upload utility on the left of the Post Section. You don't need a URL. Just make sure it's a small image (175k or less I think it is.) Iain Link to comment Share on other sites More sharing options...
carlos_ramiro Posted January 19, 2004 Author Share Posted January 19, 2004 ok, thenk you, here it is. I have think about a solution. Cutting the face by 4,and then i have 4 faces one for each material. Is correct? image Link to comment Share on other sites More sharing options...
IC Posted January 19, 2004 Share Posted January 19, 2004 Carlos, Personally, I would cut the face into four unless there is some blending between materials required and arch viz doesn't usually require this. If you have four seperate materials, it is easier to alter one or more. Regards, Iain Link to comment Share on other sites More sharing options...
STRAT Posted January 19, 2004 Share Posted January 19, 2004 just separate the wall into 4 separate objects. Link to comment Share on other sites More sharing options...
Jason Matthews Posted January 19, 2004 Share Posted January 19, 2004 If you are using cad to build the wall, I suggest just sliceing the wall into the appropriate parts. Otherwise just build it in 4 seperate pieces. Link to comment Share on other sites More sharing options...
Joosti Ink Posted January 19, 2004 Share Posted January 19, 2004 Personally I think it is a good idea to simply select the faces/polygons of your object and assign all the surfaces an unique material ID (properties in the modifier stack). Then assign a multy/sub object material to it. This gives you the freedom to put different textures to specific surfaces on one object. Bart Link to comment Share on other sites More sharing options...
Ted Boardman Posted January 19, 2004 Share Posted January 19, 2004 >>one box and then work one material, four maps, and masks? Maps and masks will give you lots of flexibility and be much more efficient. Each object in the scene is a "node" in memory and wastes computer resources. Attaching the 4 objects into a single object helps with the nodes, but it can make the seam difficult to smooth and apply lighting. Lofting the wall as a single object and assigning Multi/Sub-object materials by Segment ID on the original loft shape can be very flexible, too. Check my next column at cgarchitect for an example. Good luck Ted Link to comment Share on other sites More sharing options...
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