okay i think i got it, sorry ... texture baking can do this ... maybe i can go on now = )
On 8 Sep., 09:19, le_unam <[email protected]> wrote: > Thank you Fabrice the uv cropping is pretty cool ... but do you know > why i am not able to select all parts of my building in prefab? i can > select some wall parts etc. but there are complete room cubes which i > cant select, although they are single objects in cinema. Do you know > if there is a cropping method in c4d, too? it would be easier for me > to do it this way. > > On 7 Sep., 16:15, Fabrice3D <[email protected]> wrote: > > > Prefab generates a unique dedicated map per mesh. repecting the entry map. > > Because of its prebaking function. > > so either you replace with lower quality map to speed up the export > > or you do nothing and replace the maps after the export with your lower > > quality maps. or you edit the urls into the awd output. > > > since you have many shapes with different ratios, using your huge map on > > most of them is the easy way of course, not the nicest as on some > > meshes the pixels will be streched, compressed... > > > Prior to export you could use the uvcropper feature as well in case your > > maps are not 1/1 mapped, it would save you on data if you prebake some > > images > > or keep them as unique map per mesh. > > Prefab offers you way more than you think once you know how to missuse it > > :)) > > > Fabrice > > > On Sep 7, 2010, at 3:19 PM, le_unam wrote: > > > > What do you mean with there is no need to do reusing this huge map > > > over and over? would create a seperate texture for every wall? > > > > On 7 Sep., 15:13, Fabrice3D <[email protected]> wrote: > > > >> but the main problem is not that its doing this way, as you easly can > > >> swap them afterwards. you model is reusing this huge maps over and over > > >> there is no need to do so.
