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gery
Joined: 14 Apr 2008 Posts: 2
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Posted: Mon Apr 14, 2008 3:08 pm Post subject: Meshes and materials |
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I'm sure this is a basic question for you guys, but I could'nt find this out. I'll explain what is that I don't understand and then give you an example.
I model everything in nurbs and I split the object where I want different materials. I don't know if this is a good way of doing things or there is a better one, because sometimes even tough two objects have different materials they should tough each other and you can see the separation in the render.
Well, after I do this, I do to Mesh > From NURBS Object and I select in the middle. Now I have several meshes for my different materials (maybe the material itself is the same but the texture isn't)
I export the meshes separately to UVMapper and start to texture. So, this is when I have the problem because now edges don't match at all.
Here is an example:
From NURBS to meshes
As you can see I mesh eash surface separately, I don't know if this is a good way of doing it
Seeing it from far away doesn't show the little holes
When closer it's a different story.
So, how can i solve this? Is there a special way to do your meshes? You all talk about many options but I don't even know where they are... Two different materials need two different objects or can I assign a material to a face?
Thanks!
Gery[/img]
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Chris_T

Joined: 22 Jul 2002 Posts: 207 Location: London, England
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Posted: Tue Apr 15, 2008 2:04 am Post subject: |
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Hi gery
I'm not too clear what you are saying exactly and my Rhino may be a little rusty so bear with me!
but what you need to do is after you've got your surfaces split up select all of them and 'group' or 'join' them together (can't remember which it is so try both!).
Then apply your 'nurbs to mesh' action and use the manual settings (click on the 'advanced controls' button) then apply the settings - as attached.
Then when you've got a nice mesh use the ungroup/split action and you should end up with separated meshes but the points should still match up.
You can then join these separate meshes back together where they share the same group and the same material. This should make the uvmapping nice and easy! _________________ "...live long, and Poser."
Rhino Mesh Settings (thanks to Xurge!)

File downloaded or viewed 914 time(s)
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gery
Joined: 14 Apr 2008 Posts: 2
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Posted: Tue Apr 15, 2008 4:17 pm Post subject: |
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Hi chris. Well, I ran into some problems...
The attached file must be from an old version of rhino, cause everything has changed... I have some options that are not in the file, and I don't have some options that are on it. Weld for example... Actually, that would be very helpfull cause I opened the obj in UVLayout and it's full of seams, they told me I should weld my object but I don't have the option...
About joining and exploding there is a big problem... I join my nurbs surface all together, then I mesh it, then I explode it. It does remember my previous edges, but it adds a LOT more. So rejoining everything to the pieces they belong to can be very time consuming and could also lead to errors... Is there another way?
Thanks
Gery
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Chris_T

Joined: 22 Jul 2002 Posts: 207 Location: London, England
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Posted: Wed Apr 16, 2008 2:02 am Post subject: |
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Hi Gery,
Yes, that was from Rhino 2 - so probably has changed since then - if so, then I can't be more use (sorry!) as I don't have a later version - try the forums over at Renderosity or Daz maybe?
Try a forum search here for the author 'Xurge' as he did the tutorials I learnt from for Rhino - again its for Rhino 2 but it may help.
Alternatively, don't split the object in Rhino, but use your uvmapper to create the groups/material zones _________________ "...live long, and Poser."
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Chris_T

Joined: 22 Jul 2002 Posts: 207 Location: London, England
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