Predatron opened this issue on Apr 03, 2004 ยท 5 posts
Predatron posted Sat, 03 April 2004 at 8:06 AM
Follow Predatron on Facebook www.facebook.com/Predatron3D or go to www.predatron.co.uk
steveshanks posted Sat, 03 April 2004 at 9:02 AM
What i would do is create different groups for the parts..like, say its a chair leg i'd have the groups, leg and rivet, if the inside of the holes need to be mapped i'd then split off the parts that make up the hole and call them hole (being obvious there LOL) then when you open it in uvmapper you can select and map the parts seperately...then when your down you can group them as one part with one material if need be (in uvmapper i mean)...it may be easier to show you than explain it so if you want to send the model fire back..Steve
maclean posted Sat, 03 April 2004 at 9:51 AM
Assuming that this object is vertical, you could try a Cylindrical Cap map using the Y-axis option. Then scale it up to the full window size and drag the sides out to left and right to fill the frame. At that point, you should be able to select the holes. You can also assign parts of a model to a region. Say, you separate the hole, but it's difficult to do. Well, once you do get it done, assign it to a region. That way, when you want to pull it out from the rest of the map, you just select by region. Also, you might want to use the 'split vertices' option on that model. It looks as though it needs it. mac
DCArt posted Sat, 03 April 2004 at 9:55 AM
It looks more to me like it is a rectangular object, is that correct? If so, you can map it in Box mode. That should give you access to the faces you need to texture.
maclean posted Sat, 03 April 2004 at 10:27 AM
Deecey, Box and cylindrical modes can both be used with rectangular objects. The difference is that cylindrical has the option of choosing which axis you want to use. So, if your object is going from front to back on the Z axis, you can still map it correctly. Of course, in this case, if it is vertical, Box mode would work too. mac