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.

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