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Texturing individual faces in maya

RAJ
RAJ
So I did a google search for this but nothing stood out, it all seemed like regular texturing tutorials, anyhow I am trying to texture a Tie Fighter variant from Star Wars, most will probably know what they look like, well the cockpit is basically a sphere, So I've modeled it as a sphere, added windows to it, now, I was wondering if anyone knew how to texture individual faces without first removing them from the model.

Thanks

Replies

  • SpeCter
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    SpeCter polycounter lvl 14
    Unwrap your model and paint on the uv map in photoshop or similar and apply it to your model?
  • RAJ
    I want to texture individual faces instead mate
  • Ark
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    Ark polycounter lvl 11
    I don't really understand your question, can you elaborate? Particulary on "how to texture individual faces without first removing them from the model."

    You'll need to unwrap the mesh first before you can start texturing it. If you mean you want to have a separate material for the cockpit. then just apply a shader to the separate faces or detach it from the main mesh.
  • fade1
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    fade1 polycounter lvl 14
    select faces, assign new material, then create new uv's either planar or spherical, optional adjust them in your uv editor and you can start painting.
  • kodde
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    kodde polycounter lvl 19
    I'm also curious why you would want to texture individual faces?
  • SpeCter
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    SpeCter polycounter lvl 14
    I´m curious why unwraping and painting in photoshop doesn´t fit your need...You can´t get more individual control with other techniques i think.

    If you want to do it your way( if i understand what you want).Give each face a individual channel id, make a Multi-Sub Material(it´s called like this i think) assign the different Sub-Materials to the corresponding Channel. But this is just stupid and overkill.
  • fade1
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    fade1 polycounter lvl 14
    probably he wants individual shader settings(i.e. for reflection, etc..) for different faces. so a multisub(max) or individual material(maya) makes sense...
  • RAJ
    thanks for the answers guys
  • warby
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    warby polycounter lvl 18
    yeah what you need to do to achieve your desired behavior is


    -create your texture for your one face in photoshop
    -create a new material
    -hook your texture into the diffuse slot
    -select the one face you want it to be on
    -right click on your material "assign material to selection"
    -and maybe you gonna have to map that face over the entire 0-1 uv space to show the full texture use what ever projection method from "create uvs" suits your face !

    how ever i would highly suggest you do NOT approach texturing this way

    -its inefficient
    -time consuming
    -unprofessional
    -will not look good
    -and undoubtedly will get you laughed at in both school and at work !


    what you should do is one of the following:
    -analyze your model and if it is

    A: human sized or smaller (... the surface area is really what matters here) in need of a lot of unique and asymmetric detail a lot of organic curved areas where you couldn't have a texture seam and the purpose for it is to be dynamically moving around in your game: you should uniquely unwrap the entire model into the 0-1 uv space and start making a unique texture for the entire thing

    or

    B: its a large object ( city or mountain sized) with a lot of hard 90 angels where texture seams wouldn't be noticed and its gonna be part of the static world than:
    make a tile-able texture that you can repeat numerous times all over your model and project it everywhere with the same scale use and reuse this texture as much as you can.

    a star-wars vehicle hovers kind of a in a limbo between them i would make a tile-able texture but most people would probably uniquely unwrap it !
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