Problem with Ultimate UnwrapCommunity Forums/Developer Stations/Problem with Ultimate Unwrap
| 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? |
| 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
| 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 |
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.
| 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. |