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Texturing a Multi-Piece Model

Texturing a Multi-Piece Model

2004-08-04       - By James Edward Gray II

 Back
Reply:     1     2  

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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