Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Dec 27 7:08 pm)
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That depends on if you just used a cube primative or a spline or vertex object. I try and stay away from primatives. For something like this I just use a simple spline object so I have different shading domains. Each domain can have a different texture, or you can use one master texture for all of the domains.
Ok, I'm using a primitive in this example but I guess I'm not too familiar with adding textures to more than one side of an object, I did use the flat mapping to do the front of the cube as seen in the picture, but I just couldn't get the top and sides. Exactly what are the steps to be taken in order to achieve this? I'll try and see if I can do it with a vertex object as well.
Also if the cube is created in the modeling room instead of the primitives from the assemble room, you may have more than one shading domain.
Oh, wait a sec. You want different textures on each side.
You could use a modeling room cube and go by shader domains. Or... You could go to set the top shader to complex>layers list or multi-channel mixer. Then in the additional layers, set the flat mapping to pick different faces for each texture set.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Layers list works just the same though. I don't think there really is a right or wrong way, as long as the end result is what you're wanting.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Quote - Oh, I see. Didn't realize flat mapping was a top shader option. Still, even with that you have to add a flat-mapping channel to each subset on the tree.
Layers list works just the same though. I don't think there really is a right or wrong way, as long as the end result is what you're wanting.
Thanks....
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