Back to UV wrapping those pesky cylinders. This time I was trying to texture multiple engines at once. This was the result-
From now on, im only going to texture one element at a time, I believe what happened was the centre of the gizmo was placed between both the engines and as a result, I got a mish-mash of textures. I will try just texturing the highlighted part of the engine first, see how that comes out.
Solution found-
Where I had booleand these engines together, there were discrepancies with the join. Upon slecting only the polygons on the exhaust, it was also selecting something internally and stretching the texture across it all. My solution was to add groups of polygons to a channel, then make a multi/sub-object and attach the bitmaps to these and in the UV mapping menu, set it to apply ONLY to a certain group.
In all honesty, I should have done this from the beginning. It is a faster, more accurate way of texturing large, detailed models.
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