For quite a while now I've been stuck in a bit of a rut when it comes to texturing my models. Basically I've reached the stage where I want/need to move on from just using 1 single UV map for my models. The models are simply getting too big to be covered with 1 UV map. I'm frequently finding myself pressed for space when it comes to adding islands into the UV map, and I need to incorporate more of them so I can get big models that are still very highly detailed, instead of all blurry, and basically **** looking.
Just last night I started to recreate one of my old drawings of a shootout in a nightclub. I've modelled out the pole-dancers podiums quite easily, but again, to achieve the affect I wanted, I would've needed to use 2 UV maps. One for the shiny & reflective pole, the other for the rest of the model (zebra print & deep purple sparkly plastic). Because of Max's refusal to do what its supposed to in terms of material ID's though, I've had to stick with 1 UV map, which makes the pole look like its made of plastic, or a non reflective metal. I also modelled out one of the mini-bars, going with the zebra print theme, but this model needs even MORE space for detail, because its much larger. This little project is supposed to go alongside the collection of futuristic buildings I've been modelling, but these buildings are HUGE. They make the tallest building in the US look like a bungalow, so using 1 UV map for any of these is COMPLETELY out of the question. The detail would be SO low that you wouldn't even be able to tell what each of the surfaces was. To get even a medium amount of detail on those buildings, I would need atleast 5 UV maps, at the very LEAST, but more likely 10 UV maps (each assigned to a different material ID).
The main problem that Max is giving me, is that it keeps messing up the "Mat ID's" every time I start making new ones. Say I had a cross made of a box with 4 of its faces extruded. If I highlighted each of these extruded boxes and tried to give them their own ID, things would instantly start going wrong. I'd get ID 1 sorted, but then when I go to create ID 2, it will either combine "ID-1" with it, for no reason, or just delete ID 1 entirely. Even worse, it seems once the material ID's have succesfully messed themselves up, they cant be cleared and you cant start again, so basically you've f*cked up your whole model just because of some stupidly unpredictable and temperemental way of handling different material ID's.
I've tried to follow tutorials, to the T, but Max just seems to have a mind of its own when it comes to handling multiple material ID's. Can anybody help me out here, I'd really appreciate it!
Thanks
Just last night I started to recreate one of my old drawings of a shootout in a nightclub. I've modelled out the pole-dancers podiums quite easily, but again, to achieve the affect I wanted, I would've needed to use 2 UV maps. One for the shiny & reflective pole, the other for the rest of the model (zebra print & deep purple sparkly plastic). Because of Max's refusal to do what its supposed to in terms of material ID's though, I've had to stick with 1 UV map, which makes the pole look like its made of plastic, or a non reflective metal. I also modelled out one of the mini-bars, going with the zebra print theme, but this model needs even MORE space for detail, because its much larger. This little project is supposed to go alongside the collection of futuristic buildings I've been modelling, but these buildings are HUGE. They make the tallest building in the US look like a bungalow, so using 1 UV map for any of these is COMPLETELY out of the question. The detail would be SO low that you wouldn't even be able to tell what each of the surfaces was. To get even a medium amount of detail on those buildings, I would need atleast 5 UV maps, at the very LEAST, but more likely 10 UV maps (each assigned to a different material ID).
The main problem that Max is giving me, is that it keeps messing up the "Mat ID's" every time I start making new ones. Say I had a cross made of a box with 4 of its faces extruded. If I highlighted each of these extruded boxes and tried to give them their own ID, things would instantly start going wrong. I'd get ID 1 sorted, but then when I go to create ID 2, it will either combine "ID-1" with it, for no reason, or just delete ID 1 entirely. Even worse, it seems once the material ID's have succesfully messed themselves up, they cant be cleared and you cant start again, so basically you've f*cked up your whole model just because of some stupidly unpredictable and temperemental way of handling different material ID's.
I've tried to follow tutorials, to the T, but Max just seems to have a mind of its own when it comes to handling multiple material ID's. Can anybody help me out here, I'd really appreciate it!
Thanks
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