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Texturing/Unwrapping problem in 3ds Max

I have a problem because all I want to do is be able to unwrap and texture my character in chunks. For example, I want to map the torso separately for he head, and the limbs, that way I have more room in the UVW editor and the textures can be more detailed. What's the solution?


Edit :

I just took a picture of an example file included in Max 2013 that shows multiple "channels" in the Material Editor. Clearly it seems that the head is mapped separately from the body, even though it's all one big mesh. How is it possible to do this?

130201373738pm.png

Replies

  • TrampledUnderFoot
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    TrampledUnderFoot polycounter lvl 7
    Depends on the application really, but you can use different channels for each section, or split the physical object into the desired chunks and UV them as normal.
  • SlyRipper
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    SlyRipper polycounter lvl 6
    For 3dsmax:

    Click on your model -> use edit poly (modifier or convert) -> Face selection -> Select the polys you want to use a different texture/material on -> scroll down in the options list on the right toolbar, right above the smoothing group parameters there's something with Material ID just change this to 1,2,3 or whatever you like -> create a Multi-Sub Material -> Use 1,2,3 Materials also with same ID and apply to model -> You setup a custom material for each slot -> have fun :)
  • acitone
    But then each time I have to tweak UV's for a particular part of the mesh I need to select those specific polys before applying the Unwrap modifier?
  • SlyRipper
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    SlyRipper polycounter lvl 6
    Normally you don't have too, because you don't detach parts, you just place IDs which assign several materials on it. The unwrap modifier still counts for the whole model (if you don't detach something). The model can still use one texture for everything, the trick here is that you have seperate materials which enable you to lets say use glass, metal and fleshy stuff on one model at the same time.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    The Edit UVW window has a drop down near the bottom that lets you pick what ID you want to work on, by default it's on All IDs, just click it and select the ID you want.
  • acitone
    Oh OK cool guys, makes sense. I didn't understand the whole ID thing in Unwrap so this helped a lot.

    I have a question about textures too : I'm using 2048x2048 for all parts of my mesh, which are 3 parts. Is that size too big for game engines or are we good?
  • Eric Chadwick
    That's pretty big. Most games chop them way down to get everything into memory. An in-game cinematic can use 2048s, and some 1st-person weapons use large textures. It all comes down to how large on-screen the model is seen, most of the time.
  • acitone
    I see. I was planning on maybe giving my player character the big textures and then giving smaller textures to enemies.

    Should I chop them down to maybe 1024? I hope I wouldn't have to refit things in Unwrap...
  • Eric Chadwick
    Do a quick test in-game, using a temp character. Set it up with the camera angle/distance you'll be using. Then resize the texture in half, test again. Repeat until you notice.
  • acitone
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