Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Re: Texturing a Multi-Piece Model

Re: Texturing a Multi-Piece Model

2004-08-04       - By ccoles_avengers

 Back
Reply:     1     2  

Ah, my dear James [ cool sounding name, by the way.  :) ], I empathize
with you.  I have been down a similar road myself.  But there is an
appraoch you can take that will hopefully save you time and energy.

First of all, go through your model and look for all the objects that
you want to share one type of shader.  Then group those objects
together and export them as an OBJ model.  Then, import that same
model, but when prompted with the "OBJ Import Options" window, choose
the selection:  "Grouping:  Create Only One Object".  This will now
bring those groups of objects into your scene as *one* object which
you can apply one shader to across all of them.  You should then be
able to have the same proportions as the original shader across the
entire group.  

Here is an example of a multiple-object model converted to a OBJ
object sharing the same exact shader.  The first model (foreground) is
the original group. The second model (background) is the OBJ model.
Notice how the OBJ texture is continuous over the different shapes
where as the original group model has distortions and lacks continuity
of the shader when applied to each object.
<http://groups.yahoo.com/group/Carrara/files/CC_CS3_Files/5objectsto1OBJ_.jpg>

But James, do note that if you need to move or animate one of the
objects within a group, then you will need to deal with that as a
*separate* object and shade it separately as well.

Well, I hope I am making sense.  Just let me know if you would like to
have the CAR file to examine.  Hope that helped.

Cheers.

Claudia
"Selocic"
- 3D: when 'Flat' just isn't good enough!


--- In Carrara@(protected), "James Edward Gray II"
<raytracing@(protected)> wrote:
> 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



-- ---- ---- ---- ------ Yahoo! Groups Sponsor -- ---- ---- ---- --~-->
Make a clean sweep of pop-up ads. Yahoo! Companion Toolbar.
Now with Pop-Up Blocker. Get it for free!
http://us.click.yahoo.com/L5YrjA/eSIIAA/yQLSAA/_iFolB/TM
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -----~->

Welcome Yahoo Members!

http://www.eovia.com
Yahoo! Groups Links

<*> To visit your group on the web, go to:
   http://groups.yahoo.com/group/Carrara/

<*> To unsubscribe from this group, send an email to:
   Carrara-unsubscribe@(protected)

<*> Your use of Yahoo! Groups is subject to:
   http://docs.yahoo.com/info/terms/