Forum: Carrara


Subject: UV mapping trick

litst opened this issue on Aug 22, 2004 ยท 17 posts


brainmuffin posted Mon, 23 August 2004 at 1:04 PM

Attached Link: http://www.buckrogers.demon.co.uk/3d/3d.htm

Judging from the control cage, I'n going to guess that you've got the real-time subdivision set on 1, right? that mesh looks dense enough to smooth out on 1.... Some more tips for the UV mapper: (these work very well if you're exporting to Poser) While building your mesh, make sure you name any hard to reach polygons like teeth or tongue or the eyes, Stuff that's difficult to select in the UV mapper, because it's behind or inside something. (Selection:Name:Polygons [not polymesh.]) When you are done, export the model as an.obj file. Then open the .obj file, (you may want to run it through detriang first. Detriang can be found at the link above.)when you re-open it, check the following settings: Create Carrara Objects as: Vertex Primitives Create a single polymesh(needed for Morph Targets) Grouping: Create only one object Now, when you jump into the vertex modeler, select one of those hard to reach groups, like the teeth, (Selection:Select By: Name:Polygons) and create a new shading domain for it. (The shading domains will also carry over into poser as material groups). Now, when you go into the UV mapper, every part of the model will be accessable so you can make just one map, thanks to the settings we picked when we re-opened, and you can easily select the teeth(or whatever) under the Edition tab of the UV mapper, because we named them as a shading domain. you can edit each shading domain individually by selecting it under the edition tab, or, if you want to see the big picture, check off the "show all" box.