ilyass Posted April 13, 2010 Share Posted April 13, 2010 i want the upper part of the doorframe to be horizontal and the lower parts vertical. i forgot how to set it up. any1 know how without breaking the doorframe in 2 parts? Link to comment Share on other sites More sharing options...
cupsster Posted April 13, 2010 Share Posted April 13, 2010 Try to make 2 ID multi/subobject material with copy of your material for both ID and assign different map channel for textures.. eg. ID 1 in 4th channel and ID 2 in 5th. Other solution is unknown for me. Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted April 14, 2010 Share Posted April 14, 2010 Peter's approach should be good, but his description confused m. (I'm doing this w/o being able to test as I go, so I apologize for mistakes) Create your base material with the texture map where it belongs. Call it "Wood Horiz" Copy the material to a new slot. Give it a different name. "Wood Vert" Select the material Wood Vert. Select the diffuse map. Rotate it 90 degrees about the W axis. Create a new multi-sub material. Give it only two subs. Put the two materials into the subs of the multisub. Put the multisub on your geometry. Edit the the geometry. Select all the faces. Set them to material ID 1. Select some of the faces. Set them to material ID 2. This could also be done with one material and Unwrap UVW. If you have the luxury of a little time and since this is a simple enough project, I would suggest spending some effort on trying the unwrap approach, as it will be a good skill to have some day. Link to comment Share on other sites More sharing options...
ilyass Posted April 14, 2010 Author Share Posted April 14, 2010 thanks for the answers. ive tried the multisub way but i didnt give it much time, so i just detached the top frame and grouped the whole thing together when i finished texturing. i knew how to do this all but it like learning how to ride a bike all over again :o.i shoiuld spend more time texturing. thanks guys. Link to comment Share on other sites More sharing options...
cupsster Posted April 14, 2010 Share Posted April 14, 2010 thanks for the answers. ive tried the multisub way but i didnt give it much time, so i just detached the top frame and grouped the whole thing together when i finished texturing. i knew how to do this all but it like learning how to ride a bike all over again :o.i shoiuld spend more time texturing. thanks guys. If you use multi/sub-object you must actually use 2 mapping modifiers set to corresponding map channels in material editor.. It's so simple as it sounds. Link to comment Share on other sites More sharing options...
ilyass Posted April 14, 2010 Author Share Posted April 14, 2010 yes i figured it out now but im sure there was an easier way to do this but i just cant remember:confused::confused: Link to comment Share on other sites More sharing options...
ilyass Posted April 14, 2010 Author Share Posted April 14, 2010 If you use multi/sub-object you must actually use 2 mapping modifiers set to corresponding map channels in material editor.. It's so simple as it sounds. last question hen im done with this. must i set the bump maps etc also to the corresponding map channel? Link to comment Share on other sites More sharing options...
cupsster Posted April 14, 2010 Share Posted April 14, 2010 last question hen im done with this. must i set the bump maps etc also to the corresponding map channel? Of course Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted April 14, 2010 Share Posted April 14, 2010 > If you use multi/sub-object you must actually use 2 > mapping modifiers set to corresponding map channels > in material editor.. It's so simple as it sounds. Either I misunderstand the problem or this is not true. Link to comment Share on other sites More sharing options...
ilyass Posted April 14, 2010 Author Share Posted April 14, 2010 > If you use multi/sub-object you must actually use 2 > mapping modifiers set to corresponding map channels > in material editor.. It's so simple as it sounds. Either I misunderstand the problem or this is not true. yes you are right peter. i figured it out thanks to you guys. havnt work with max in a long time now. wow my first problem solved on this forum, hope i can help others who might have the same problem. thanks again, much appreciated!! Link to comment Share on other sites More sharing options...
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