Trevor Tizard Posted January 4, 2008 Share Posted January 4, 2008 Hi, I seem to be missing something fundamental here. Until now I have avoided the use of multi/sub-object materials, but thought I'd look into it. I create a box, convert to an editable poly, set all but one face to have a mat ID of 1 and the remaining face is set as ID 2. Create Multi/sub-object material with two bit map based materials set as id1 and id2. Apply mat to box an add UVWmap modifier with mat id 1, adjust to suite mat 1. Apply another UVWmap modifier with id 2, but any adjustments to the modifier have no effect on material 2. I must be doing something wrong to any help would be much appreciated. Thanks, Trev Link to comment Share on other sites More sharing options...
Stephen Thomas Posted January 4, 2008 Share Posted January 4, 2008 You have to change the id for any texture maps within the material as well, could that be it? Link to comment Share on other sites More sharing options...
Trevor Tizard Posted January 4, 2008 Author Share Posted January 4, 2008 Thanks very much! Link to comment Share on other sites More sharing options...
alrawli Posted January 4, 2008 Share Posted January 4, 2008 You dont need to change the map id on the UVW when using a multi sub material. Changing the map id is only usefull when using a composite material or animating bump maps and opacities. If you create your box and have 2 materials set up on different material ID's within editable poly/mesh as i think you have already done. To get these materials to map properly an easy way to do this is to select the polys that are id 1 then with these still selected apply your UVW mapping, keep this stack dont collapse it, then add an editable poly modifier to the stack and select the polys for map ID 2 then with these polys still selected add a UVW modifier to this. This way the UVW modifier only affects the selected polys directly below it in the stack. If ive just told you how to suck eggs i apologise. Link to comment Share on other sites More sharing options...
JamesTaylor Posted January 4, 2008 Share Posted January 4, 2008 select the polys that are id 1 then with these still selected apply your UVW mapping, keep this stack dont collapse it, then add an editable poly modifier to the stack and select the polys for map ID 2 rarther than using an editable poly modifier use Mesh Select... i believe this will reduce the memory overhead as, as i understand it, everytime an edit poly mod is used max has to keep a copy of the geometry in memory. (i've read this in Brain Smiths Insider articles... it may worth double checking to ensure i have remembered this correctly!!) or perhaps someone else can confirm? Link to comment Share on other sites More sharing options...
Trevor Tizard Posted January 4, 2008 Author Share Posted January 4, 2008 Thanks guys, I'll look into these methods soon. Link to comment Share on other sites More sharing options...
alrawli Posted January 4, 2008 Share Posted January 4, 2008 Hadnt thought about the mesh select instead of editable poly! Thanks for that. Link to comment Share on other sites More sharing options...
Guest nazcaLine Posted January 4, 2008 Share Posted January 4, 2008 i use it all the time and it works really fine. you can change the bitmap ID if you want, but it isn't neccesary if you use Mesh select. i strongly recommend to collapse the mod stack once you've finished, it can get really messy in complex objects. after all, you can always mesh selct again to fine-tune. cheers. Eduardo Link to comment Share on other sites More sharing options...
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