Hi, I'm having a problem texturing a tree in Ultimate Unwrap. Basically I have two surfaces, one for the trunk and one for the leaves. I want the leaves to be full bright and have backface culling disabled but I don't wan't those settings applied to the trunk as well. When you export to B3D you can only choose these options for the whole mesh, not individual surfaces. What should I do?
Problem with Ultimate Unwrap
Miscellaneous Forums/Content Creation Tools/Problem with Ultimate Unwrap back face culling??
you'd add two materials....one for leaves, other for trunk.
Leaves ones surely you want to have them with an opacity map (grey scale bmp , extracted from the selection channel, for example) , and the texture map. You can add specular, emissive and other values as you prefer to the leaves material, and other settings and other textures to the bark/trunk material.
i don't know is how this is supported by blitz and b3d format.
I only speak in 3d, in general
you'd add two materials....one for leaves, other for trunk.
Leaves ones surely you want to have them with an opacity map (grey scale bmp , extracted from the selection channel, for example) , and the texture map. You can add specular, emissive and other values as you prefer to the leaves material, and other settings and other textures to the bark/trunk material.
i don't know is how this is supported by blitz and b3d format.
I only speak in 3d, in general
Seperate the tree into 2 meshes, so you can apply the different EntityFX to each part on its own.
Get B3D Tweak. It's great for doing stuff like applying brushFX settings individually for each surface of a b3d models.
yeah I second B3D tweak. I find that very usefull for swapping around brush and texture FX
JKP
The 2 meshes option's probably the best. You can also export as multiple meshes (into one B3d file), use loadanimmesh and find the leaves as a child entity.
The 2 meshes option's probably the best. You can also export as multiple meshes (into one B3d file), use loadanimmesh and find the leaves as a child entity.
I would get B3D Tweak if I could spare the cash. But it seems a bit expensive for what it is, especially considering UU itself is only twice as much.
Exporting as two separate meshes could work, but ideally I wanted to be able to load the tree without using any special handling code. I also think that it would probably be slower than using a single mesh. Then again I could probably code something to combine the leaves from all the trees into a single surface. Maybe I'll try to use the b3d save function in the code archives to load the tree and change the appropriate flags.
Exporting as two separate meshes could work, but ideally I wanted to be able to load the tree without using any special handling code. I also think that it would probably be slower than using a single mesh. Then again I could probably code something to combine the leaves from all the trees into a single surface. Maybe I'll try to use the b3d save function in the code archives to load the tree and change the appropriate flags.
Have you tried using the Brush commands (GetSurfaceBrush, BrushFX etc.) to set the two surfaces to use the required FX?
I tried that with something else a long time ago and I found that the indexes for the surfaces kept randomly swapping over so I couldn't reliably texture the correct parts.