I know this is possible because I was able to do it recently with another model but... what's the proper, or 'official', way to import a model with multiple UV sets? Here's the problem: I've imported a model (.OBJ) with two separate parts - each with it's own set of UVs. I see the two parts in dDo and can texture one part of the model (main object) but can't seem to apply materials to the other (object base) without it also applying the materials to the other part of the model (main object).
I've tried importing the model a few different ways, i.e., with the parts grouped and un-grouped, etc. and nothing seems to work.
Anyway, very frustrating! Especially since I was able to do it successfully once before! Any thoughts? What am I missing here?
Thx
Replies
This is very possbile and a great workflow as well!
First you need to group it correctly in what ever 3d package you use. (Just group and name the different parts)
Then when you create your project its important to remember to ad input files for every group, they are located in the to right corner, just go through the same procedure for each group, adding maps and so on. (Remember that you can set texel desity for each group so remember to checka that its correct)
Then just go ahead and create your project, now each group should have a tab in the 3do winow, so you can switch between the seamlessly!
Let me know if this helps!
A few followup questions:
1. Must the parts be grouped?
2. Can different size input maps be used for the parts, e.g.. 1024 (object base) and 2048 (main object)?
3. Now that I've started texturing the model is there any way to fix the problem I'm having? I tried re-importing the mesh in different configurations, i.e, grouped, ungrouped, etc., but that hasn't solved the problem.
Thanks again!
1 - Every Uv tile must have its separate group
2 - Yes you can use different size! The size of your texture is determined by the smallest input map for each tile.
3 - Multiple Uv-s are a bit tricky to reimport, at this stage Im afraid you probably would have to rebuild the project. But you can ofcourse save all your materials first so that very little time would be lost
Yes, though it is convenient to be able to save 'materials', in this case I guess I'll lose all the normal details and other overlays I added : (