hoseinasadi Posted January 19, 2014 Share Posted January 19, 2014 here's the thing : ive got this room which's made of a box. im want to assign 6 unique materials to each wall. i choose a face, select a material , n then select assign to object. i then add a uvw modifier to take control over the texture appearance, HOWEVER, the material gets assigned to all the walls as if they're all linked. i tried multi/suboject still no hope, and the same problem occurs everytime. ive attached the max file , can you please let me know what the problem is ? P.S : im using vray materials.walls.zip Link to comment Share on other sites More sharing options...
andstef Posted January 20, 2014 Share Posted January 20, 2014 hi! I took a look at your room. When in this kind of situation, I usually use a multi/sub-object material, set polygon material id-s to correspond to the multi/sub-material. The bitmaps in the materials have different map channels (ie: from 1 to 6 for a cube) and the object has the same number of uvw modifiers applied (ie: 6 uvw map modifier for a cube with 6 different materials that need to be mapped differently). Each uvw map modifier has the matching map channel selected. I attached two images which will illustrate better what I'm trying to say. good luck! Link to comment Share on other sites More sharing options...
hoseinasadi Posted January 20, 2014 Author Share Posted January 20, 2014 since i didnt quiet catch what u said , here's an illustration to steps i take in order to use a multi/subobject material , let me know where i might be making a mistake. thanks Link to comment Share on other sites More sharing options...
andstef Posted January 20, 2014 Share Posted January 20, 2014 it's ok, now you can proceed with the other materials. Link to comment Share on other sites More sharing options...
hoseinasadi Posted January 20, 2014 Author Share Posted January 20, 2014 it's ok, now you can proceed with the other materials. should be adding a poly select modifier to select another face or i can go ahead and use the same edit poly for all the faces? Link to comment Share on other sites More sharing options...
andstef Posted January 20, 2014 Share Posted January 20, 2014 (edited) use the same edit poly. you assign polygon materials id-s to all polygons using just one edit poly, this is how a multi/sub-object material asigns the materials to the right polygons. the map channel number in the material's map should corespond to a the map channel number in the uvw modifier which controls that specific map box.zip I attached a sample scene with a box, it should be more clear Edited January 20, 2014 by andstef Link to comment Share on other sites More sharing options...
hoseinasadi Posted January 20, 2014 Author Share Posted January 20, 2014 im using max 2010 Link to comment Share on other sites More sharing options...
andstef Posted January 20, 2014 Share Posted January 20, 2014 version for max 2010 box.zip Link to comment Share on other sites More sharing options...
Nicolai Bongard Posted January 21, 2014 Share Posted January 21, 2014 Ill try to help out here. Create a box. Convert to editably poly (or add an edit poly modifier). Click on faces, then click on a quad/face on your mesh to select it. Enter a number (1) in the material ID box and press enter (you might have to scroll down a bit to find it). Then click on another face/quad on your mesh, and enter a number (2) in the material id box and press enter. Continue until all your faces have unique material IDs (1 - 6). Then create a multisub material with 6 slots, and apply to your object. If you have a unique color/texture in all of your materials in the multisub material, all of the sides of your box should have unique materials/colors. If you require different mapping settings for the different textures, simply add one uvwmap modifier for each material, and set it to apply to the corresponding material ID. Good luck! Link to comment Share on other sites More sharing options...
hoseinasadi Posted January 22, 2014 Author Share Posted January 22, 2014 Ill try to help out here. Create a box. Convert to editably poly (or add an edit poly modifier). Click on faces, then click on a quad/face on your mesh to select it. Enter a number (1) in the material ID box and press enter (you might have to scroll down a bit to find it). Then click on another face/quad on your mesh, and enter a number (2) in the material id box and press enter. Continue until all your faces have unique material IDs (1 - 6). Then create a multisub material with 6 slots, and apply to your object. If you have a unique color/texture in all of your materials in the multisub material, all of the sides of your box should have unique materials/colors. If you require different mapping settings for the different textures, simply add one uvwmap modifier for each material, and set it to apply to the corresponding material ID. Good luck! thanks alot both of u guyz , got a full understanding over the topic now. Link to comment Share on other sites More sharing options...
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