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Народ, ну помогите же...

#1
Мне нужен срочно ответ на заданный чуть ранее вопрос, возможно ли как-то исправить эту ситуацию, кроме как расскрашивать обычным материалом фэйсы.
Можно или нет?

Если нет: Мне хоть и придется вносить большие изменения, но зато я буду знать что это единственный выход из положения...

Я помогаю другим в меру своих возможностей и знаний, помогите же и мне...

А то время драгоценное утекает...
 
#2
Попробуй, должно помочь, лежит на:

syflex3@mail.ru (syflex)
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DESCRIPTION:

dannyUvTools is a MEL script designed to aid in the process of laying out
UVs on poly meshes.

--------------------

INSTALLATION:

Place "dannyUvTools.mel" in your user scripts directory.

OSX: ~/Library/Preferences/AliasWavefront/maya/scripts/
Windows: My Documents/maya/scripts/

If you wish to use a shelf icon, place "dannyUvTools.xpm" in your icons directory:

OSX: ~/Library/Preferences/AliasWavefront/maya/5.0/prefs/icons/
Windows: My Documents/maya/5.0/prefs/icons/

Create a shelf button by typing "dannyUvTools;" in the Script Editor,
and drag that to the shelf. You can assign the icon image to the button in
the Shelf Editor.

--------------------

USAGE:

The basic process of unwrapping UVs is relatively straight forward. The
particular method that I use is to first plan everything out using colored
materials and then apply planar projections based on those material
assignments.

1. Run "dannyUvTools;" from the command line or the script editor; or you can
create a shelf button for the command. A floating window will open.

2. Select the poly object and press Initial Mesh. This will delete the object's
history as well as assign it a base material (materialID000).

3. Select a group of faces on the poly mesh. To minimize distortion on the
texture, it is usually a good idea to select faces that are as planar as
possible.

4. Click "Assign Material". The selected faces should now have a color
applied to them, and a new material named "materialID##" will be created
in HyperShade. Do not rename the material.

5. Repeate steps 3 and 4 until all faces have material assignments.

6. If you wish to copy one face's material onto another face, you can click
"Get Material" to find the source face's material. The material's name
will be printed in the command line and the Script Editor. It will also be
selected in HyperShade, so you can quickly find it and assign it to the
target face.

7. Once you are satisfied with the color assignments, switch to object mode
and make sure no components are selected.If you are not completely sure if
all faces have materialID's, click "Check Mesh" to verify the shape. Faces
that still have materialID000 assigned to them will be selected in the modeling
view.

8. Click "Layout UVs". To make things interesting, open UV Texture Editor
before running the script to watch the script in action. After a moment,
the UV shells will be laid out in the UV Texture Editor.

9. Make sure the object is still selected (reselect if needed)
and click "Cleanup Mesh". The object's construction history will be deleted
and a checker material will be assigned to it. All of the materialID's in
HyperShade will also be deleted.

10. You can now edit the UVs until you have a satisfactory layout. Assigning one
of the included images ("mapping_grid_color.tga" or "uvMadness.png") to the object
may help sort out any distortions and seams that you may get.
 
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