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neilh1
28-Apr-06, 00:14
I have a series of tshirt models whose faces need different textures and different uv data. At the moment I am shift-d duplicating the meshes rather than alt-d to share the mesh data. But if i need to change the shape of the model I don't want to have to change 100+ shirts individually.

Can i share the shape of the model but not the face textures or uvs? I'm thinking that the uv and texture data are part of the mesh data so the answer is "no"...

...but would be happy to be quite mistaken.

cheers

n

NeOmega
28-Apr-06, 00:28
depends how you change the mesh. If you just "stretch" the vertices, then yes. If you delete or add vertices... not really. Really, you shoudl just do a couple of quick tests to see.

GreyBeard
28-Apr-06, 00:51
You can give the linked meshes different materials/textures using the same uv coords -- You can press the OB button rather than the ME button which is the default. The button is located below the add new button in the materials tab -- it links the material to the object rather than the mesh.

neilh1
28-Apr-06, 01:04
thanks for the replies guys.

what i want to do though is change the uv data and the textures assigned to the faces from the uv editor and use the "TextFace" button in materials - so that i can use the same material on each mesh but still get different textures when i render.

I also want to change the location of the uv coordinates in the uv editor without changing the location of any of the vertices in the actual mesh.

e.g. 2 tshirts - 1 has texture A and it's uv's have been assigned with "LSCM unwrap" the other has texture B and it's uv's have been assigned with "from window" and then tweaked in the uv editor. The location of the all the vertices in both meshes is identical.
Let's say i've made a mistake with the tshirt shape...i'll want to change the verts globally for all shirts....so i want to share the "location of verts" data without sharing the uv or "which texture is assigned to which face" data.