Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)
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You need to select the polymeshes for the ear parts and "name polymesh" from the pull-down window for polymesh. Then when you bring it into UVMapper you can select the named parts, I.E. left ear, right ear etc., and move them away from the rest of the mesh. Additionaly, you can resize them or change their mapping modes and rotation angles independant to the balance of the mesh. There is a new version of UVMapper out for both MAC & PC.
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This is the latest version of my WIP . As i'm stuck to enhance the model, i guess my mesh is finished . Now, i've got to shade it . One thing that bothers me is the ears : for now, they're in a separate mesh, but i got to make only one single mesh (head and ears) if i don't want to have seams, right ? But if i do a spherical mapping for that mesh in UV-mapper, the ears and the skull beneath them will superpose . And i don't want the same material for the skull and the ears . Well, i'm sure some of you know how to do if it is possible, so i'm waiting for your help ! For the shading, i'll try to use several procedural shaders mixed by compressed lo-res T-maps . I'm not sure it's a good idea though, but this should save ram . Have anyone around used this technique ? Any tips, tricks ? Of course, all comments are welcome . litst