Becco_UK opened this issue on Mar 24, 2009 ยท 315 posts
Becco_UK posted Sun, 22 November 2009 at 7:01 AM

When I started the Space 1999, Eagle model I done so by UV mapping and basic texturing as I went along. This helped spread out the tedious process of creating polygon selection tags/UV mapping. However, this resulted in a relatively unmanageable model - too many seperate parts and too many materials to adjust.
So, I've started to connect various objects together into a more logical structure. This has commenced with anything that was forming the spine and cages. From many objects and materials this has resulted in a single object with just one material. When I reposition the UV's in Bodypaint I will bake another ambient occlusion to use as a mask for controlling some light dirt/dust. Much more manageable :-)