Texturing a Multi-Piece Model 2004-08-04 - By James Edward Gray II
Back I have a rather large model that I've built up, piece by piece. It uses everything: simple primitives (scaled large and small), numerous spline objects, and even a few vertex objects. It's a very complicated figure, but I've got it looking just the way I wanted it.
Now I need to texture this. 90% of those pieces need to be textured the same way. And that's where I'm running into problems.
I've built procedural shaders that do what I want and I've tried texture maps that looked good to, for any given piece. However, as soon as I start moving that texture to the other pieces, it all falls apart. It's too big or too small, for obvious reasons.
I can duplicate the shader and start playing to get the right look again, but I would literally have to do this hundreds of times and it would be extremely hit and miss.
I tried using Shader Ops, to build a shader I could easily adjust, just by moving a slider or two, which wouldn't be as tedious if I could quickly bring it in line. I didn 't have any luck here, though I felt like it should be possible.
What are my options? Any tips?
I'm assuming I can solve this problem by making the object all one piece. Is this correct?
It would be a heroic feat to model it that way, so I would have to do it from what I have now. Any suggestions about the easiest way to go about that? Do I boolean everything until I get there? Do I convert them all to Vertex objects and start welding? These would be large projects so I wanted to check before I tried it.
As you can see, I'm lost. Any tips that put me on the right track would be extremely nice.
Thanks for your time.
James
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