Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on March 29, 2007, 09:33:18 pm

Title: UV mapping
Post by: --Steve-O-- on March 29, 2007, 09:33:18 pm
When building a model can you break it up into like 3 or more chunks, run them individually through Lith to UV map and then texture them, load the chunks back into TS and assemble them into their hierarchy without loosing the UV + texture information?
If so that would be a reason to rejoice, with beer!
Title: Re: UV mapping
Post by: Water on March 30, 2007, 01:49:05 am
When building a model can you break it up into like 3 or more chunks, run them individually through Lith to UV map and then texture them, load the chunks back into TS and assemble them into their hierarchy without loosing the UV + texture information?
If so that would be a reason to rejoice, with beer!

Well yes or ...
Aparently the best way is to assign different materials to different areas in Truespace before letting Lith loose on it. Then you can unwrap parts based on material.
Title: Re: UV mapping
Post by: --Steve-O-- on March 30, 2007, 04:58:16 pm
AHHH! clever clever

::cracks beer open and rejoices::
Title: Re: UV mapping
Post by: Bobboau on March 31, 2007, 11:09:18 am
you can also seperate and modify groups in lith.
Title: Re: UV mapping
Post by: takashi on April 07, 2007, 02:50:26 pm
http://www.wings3d.com/

best. uvmapping. system. ever.