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Old 26-02-2007, 04:22 AM   #1
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Default stardestroyer texture problem

Hello to all, hope somebody can enlighten me.
i've modeled a stardestroyer to use in an animation, its a poly model with quite a bit of detail. during the animation the camera will fly pass the ship quite close so the texture has to be detailed.
ive just finished laying out all uvs and there is two things i need to know.
1) i have 36 uv maps at 2500x2500 each, have i wasted my time or am i on the correct path?
2) the top half of the body is one piece but ive assigned 4 materials to 4 sets of faces on this one mesh, thus giving me 4 uv layouts for 4 sections of one piece of geomatry. does anyone know what the hell im talking about, and if so am i going about this the right way?????

any help greatly appreciated.
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Old 26-02-2007, 06:58 AM   #2
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Depending how much of this you are going to see in your animation is always a good way to begin optimizing models. Basically dont create what you arent going to see. I wouldnt say youve wasted your time, but a Stardestroyer isnt a mass of different textures, at the end of the day, so Id be more open to what you can get away with. Unless of course you are trying to replicate it bit for bit.

Also may be worth doing some nice stills to post up so we can see

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Old 26-02-2007, 09:30 AM   #3
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Can we see a pic of this stardestroyer?
A great mod for Jedi academy

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