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Hi,
Wondering if you could help. I'm fairly new to 3ds, but am fairly confident I'm working my way through it, and have a question about mapping a mesh with a multi/sub-object material. Any help would be appreciated.
Objective: I am trying to texture a single mesh model of a house where I want to texture the walls with a brick texture, and the beams under the windows with a wood beam texture.
Process:
With the mesh as an "Editable Poly" using poly sub-select, I have selected the individual polys that I want to assign as the walls and assigned them as channel id 1. I then unselected the poloys and repeated the process for the polys I wanted to assign as wood beam polys and assigned them to channel 2.
In the material editor, I then created a multi/sub-object material with 2 channels with ids set to 1 and 2, and then connected 2 standard materials (each with an attached bitmap connected to diffuse for the texture) to its inputs (show material in viewport enabled for both). The multi/sub-object material output was then assigned to the whole object mesh (no sub-select mode enabled).
I then went back to the mesh objects "Editable Poly" modifier, and in poly sub-select mode, selected parameters > material ids > select id > 1, to reselect the channel 1 polys. With these selected I added a "UVW Map" modifier and set its channel to 1. I repeated the process for the channel 2 polys and set the second "UVW Map" modifier to channel 2.
Problem:
The two separate textures are shown on the two sets of polys correctly, but it is when I try to adjust (e.g. rotate) the mappings of each channel that I get problems (i.e. to get the wood texture to run along the length of the beam polygons and the bricks to run along the walls). I am using the UVW Map Gizmo from the modifier stack and the parameters panel text boxes.
Either the gizmo for the UVW Map modifier at the top of the stack does not affect its associated texture, or at some point the gizmo for the first UVW Map at the bottom of the stack starts affecting both. I have tried all combinations that I can think of to rotate the uv maps separately (including trying to transform the gizmo with/without polys selected at the time), but just can't seem to find the answer (note, Show End Result is also enabled in the ribbon).
Has anyone met this before or have any ideas? Any help would be greatly appreciated.
Bruce
Solved! Go to Solution.