So my model has a hierarchy of so:
tube04
Cylinder13
box25
etc.....
When I go to Unwrap UV on for example Cylinder 13, I can only UV Map that and not the rest of that model .
So my question is how to bring all the UV Maps of the hierarchy, meaning each UV Map, onto 1 sheet.
[Help] UV Mapping
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derg
- Posts: 237
- Joined: 2009-03-17 21:07
Re: [Help] UV Mapping
I'd attach every object with another.
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: [Help] UV Mapping
Yeah, could just attack them all, pretty sure there is a multi-unrawp plugin in somewhere around though.

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motherdear
- Retired PR Developer
- Posts: 2637
- Joined: 2007-03-20 14:09
Re: [Help] UV Mapping
if you want to keep all your meshes in the hierchy properly then just use multi unwrap multi Objects Unwrap

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Help] UV Mapping
Some other questions.
What is the usual Diffuse .dds sheet. I assume 1024 is ideal since its the smallest. cause I've been trying to get it onto a like 512x512 and it sucks haha
What is the usual Diffuse .dds sheet. I assume 1024 is ideal since its the smallest. cause I've been trying to get it onto a like 512x512 and it sucks haha
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Z-trooper
- Retired PR Developer
- Posts: 4166
- Joined: 2007-05-08 14:18
Re: [Help] UV Mapping
"it depends". how big is the object? how close will the player get to it? ect
also it can never hurt to create textures in a high resolution. that way they can always be scaled down to create a sharper lower res result. This is often done, creating textures 2x their finished size.
also it can never hurt to create textures in a high resolution. that way they can always be scaled down to create a sharper lower res result. This is often done, creating textures 2x their finished size.
Last edited by Z-trooper on 2009-11-08 22:40, edited 1 time in total.
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Help] UV Mapping
Ahh nice I had this mindset too.[R-DEV]Z-trooper wrote:"it depends". how big is the object? how close will the player get to it? ect
also it can never hurt to create textures in a high resolution. that way they can always be scaled down to create a sharper lower res result. This is often done, creating textures 2x their finished size.
With UV Mapping, the Mapper is just looking for the general areas that need detail correct? the others can be UVMapped but doesn't need huge generalization on the texture sheet. Like I have a rod on the RPG that is supposed to be same color as body. Doesn't matter where it's put?



