Jeremy150 wrote:So I unwrap everything first and move them off the UV, then I merge all the objects together and move them onto the same uv image. Pretty easy
So when you say "move them off the uv" Im not sure what you mean. Like moving the Unwrap off the UV image editor tile thing? And also when you merge are you literally merging them together or doing like ctrl J to join them. Im not sure how to merge objects. and I assume once you merge them together it will become one big object and with one uv?
ColtonD719 wrote:Just looking at it, I'm not sure why you'd want to split the object into multiple statues. However, since the actual texture linked to any object is defined in the "statues" file, it is easy to have multiple objects reference the same texture. For example:
Are you saying that I don't have to have each Object have its own unwrapped spot on a texture? Like on my mt Whitney track I have bridge and that whole bridge is just one object. So all I had to do was unwrap it and I was done. But Since I have more than one object how will I get them onto the same UV. as I said above if I do merge it together will it be one uv? or do I not even need to do that.
Wahlamt wrote:I'm no modeller so take me with a grain of salt.
I would make it one single object. Having to put objects together that essentially "is 1" sucks. Having origins off center or off the objects etc. You could make 2 objects using the same UV map, just make sure the 2 objects reads from the correct position of the image.
yea I just thought since I have 2 different textures it would be easier to just split them apart.
Wahlamt wrote: The -repeat is for custom mipmaps, it csn look better further away sometimes if you make them manuallt. Not sure if a .info files is needed or not if you use custom mipmaps, as I've never understood what they do (.info).
Ok thanks!
I would like to thank you guys for your help. blender has been hard to learn for me and I appreciate you taking the time to respond!