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Old 22-09-2005, 01:26 AM   #1
jdraks
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Post Work flow question

Hi,

I have a question regarding the workflow processes people use. I have just finished modelling a character and I don't know what to do next. Should I rig the model including deformers and then apply the textures and finally animate or is better to texture the model first then rig and finally animate?

Thanks


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Old 22-09-2005, 02:03 AM   #2
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at least UV the model first.

u can texutre afterwards depending on the pace of the project. its common to have a mesh rigged while someone else create the textures etc. then uv's are transfered or mesh is wrapped deformed.
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Old 22-09-2005, 11:30 PM   #3
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Thanks for that. :attn:

On UV's, when creating a UV map should I create the head as a separate object and then UV map the head and body separately. I'm finding that when I map the entire mesh its hard to add specific maps to the head.

On another note when creating a poly model for film should the mesh be modelled using a very low count and then smoothed when the animation is complete with textures added.

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Old 23-09-2005, 01:02 AM   #4
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u can UV the head seperately from the body. but be aware of discontinuos UV border. u will need to do some careful clonning to get rid of it, and careful to not have any bump on the surrounding uv border for the bump map. unless u need it, then again careful painting for those areas.

- if u r modeling for film rez, there should not be any poly limits. :p

u can always create a low-low rez stand in version of ur model, it can even be simple cubes shaped closely as ur mesh.
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Old 25-09-2005, 01:50 PM   #5
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Default Multiple UV's on mes

Hi,

Which shader would you use to combine all the uv sets onto the mesh. I have create a UV set for the head, body, amrs etc but can only apply the one thats copied to Map1.

Also if I paint everything seperatly as different files how do I link all these files on shader whilst maintaining the UVs.

Thanks


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Old 25-09-2005, 06:35 PM   #6
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You need to select the faces you want for a shader, click on a shader in the rendering toolbar (blinn, lambert, doesn't matter) and it will create a shader for those selected faces.

So -- lets say you have your entire head mapped -- select all the faces in your head and click the button for a lambert shader (name it shader_head if you wish, doesn't matter what its called) and it will use the UV mappings for whatever faces you have.
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Old 26-09-2005, 01:24 PM   #7
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Thanks for that but I still can't seem to map the UV texture map back onto the UV set.

The model accepts the shader for a specific UV set which I select via the editor and displays the colour selected but when I take a UV snap shoot and paint the textures via photshop and then assign the texture map to the colour shader as a 2d file the uv set on the model goes a white colour.

Any help would be much appreciated.

Cheers

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Old 27-09-2005, 01:34 PM   #8
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Smile UV Sets

Hi,

I did some digging around in google and found the solution.

I created a shader (Blinn) and applied this to faces of the UV set (mapped prior) and then via Hypershade created a file node (UV snapshot painted in Photoshop) and linked it to the Blinn shader via the colour channel.

I then opened the Relationship editor > UV set editing window and linked the UV set to the texture under the Blinn shader and the texture appeared on the model.

Thanks guys for all your help.

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