Re: Texturing a Multi-Piece Model 2004-08-04 - By ccoles_avengers
Back 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
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