Workity workity work.

ghastlycomicghastlycomic Posts: 2,531
edited December 1969 in New Users

Me: Workity workity workity work!

Hexagon: Wow, that's pretty cool. This looks great.

Me: Thanks Hexagon. And even though I saved my progress along the way, thank you for not continually crashing on me.

Hexagon: No problem. Hey guess what you forgot to do before you copied and pasted all those little intricate identical pieces.

Me: No....

Hexagon: UV MAP SUCKAAAAA!!!!!

Me: NoooOOOOOOOOOOOOooooooooooo!!!!!

Hexagon: Ha! Ha! You suck!

Comments

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Other than redoing all the copy and paste (which I ended up doing) I don't suppose there's an easy fix for this in the future?

  • patience55patience55 Posts: 7,006
    edited December 1969

    Easy fix for what?

    Identical pieces ... make one, SAVE, uvmap it, unfold uvmap, SAVE, clone copies, ungroup clones, INCRE SAVE, then assign Shading Domains and have fun.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    So I can clone it to the un-uv mapped copies I already put in place?

  • patience55patience55 Posts: 7,006
    edited December 1969

    So I can clone it to the un-uv mapped copies I already put in place?

    hehehe ... what are we talking about?!

    Yes. Although you might want to delete the un-uv mapped copies after you have positioned the new cloned copies to those positions.

    To quickly have them all assigned their individual Shading Domains; select all the .obj groups; go to 'faces', select 'all', "make new" shading domain ... count for awhile ... when Hexagon is finished, "incre save" ... then start renaming them as you please and assigning the materials IF and only IF you are then finished all the modeling for those parts.

    btw - hopefully these items were "finished" before you were uvmapping them because any further on the mesh will negate the uvmap. Could also wipe out all the Shading domains. Esp. the 'abort' and 'Edit > undo' commands ... Hexagon, well ... it's Hexie.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    So I can clone it to the un-uv mapped copies I already put in place?

    hehehe ... what are we talking about?!

    Yes. Although you might want to delete the un-uv mapped copies after you have positioned the new cloned copies to those positions.

    To quickly have them all assigned their individual Shading Domains; select all the .obj groups; go to 'faces', select 'all', "make new" shading domain ... count for awhile ... when Hexagon is finished, "incre save" ... then start renaming them as you please and assigning the materials IF and only IF you are then finished all the modeling for those parts.

    btw - hopefully these items were "finished" before you were uvmapping them because any further on the mesh will negate the uvmap. Could also wipe out all the Shading domains. Esp. the 'abort' and 'Edit > undo' commands ... Hexagon, well ... it's Hexie.

    So basically if you screw up and put copies in place before UV Mapping you're screwed. I figured as much.

    It was all the vertebrae on these boots. I had assigned the domains and materials but after I got them all in place I realized "oh crap I forgot to UV Map them". I ended up having to UV Map one of the vertebrae and then just copied that one into place of the other and deleted the old ones. I was hoping there might be an easier way to import a UV map into the object.

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  • patience55patience55 Posts: 7,006
    edited December 1969

    Recalling a vague memory of a long time ago read tutorial ... experimented some and discovered this.

    When cloning lots of copies; if one leaves the clones 'grouped'; select the master [the one that was cloned from] and change something of the Shading Domains for eg., they ALL change!!!!

    If however the clones are 'ungrouped', then only the one being worked on is changed.

    So depending upon what one is working on, sometimes it would be better to leave grouping on until after making the uvmaps and Shading Domains and material settings; or, removing the grouping first.

    By the by, if one is making lots of somethings that are to be working together with another item ... esp. if said item is for legacy rigging, simply naming all the objects the very same will cause them to be given "one bone" [per name]. So 20 "zippers" would only be given 1 bone "zippers".

    Caution: if planning to wield all the groups into one; do that before any serious uvmapping too. Why is because the uvmap goes "poof".

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