Indigo Mertel Posted October 19, 2012 Share Posted October 19, 2012 I have modeled a window with a handle, where the handle is a separate object. The handle has a curvy shape, thus I have applied a subsurf modifier in order to get the result I want.The handle is a rather small object so I wonder if it's better to join the two objects together and have a single UV map. However, if I join the objects the subsurf modifier is applied to the window as well and the result is not what I want.Can anyone suggest what is the best way to proceed? Should I just keep the two objects separate? Link to comment Share on other sites More sharing options...
Maeve Balfour Posted October 20, 2012 Share Posted October 20, 2012 Assuming someone doesn't have a method to combine the two mesh objects into one (within Blender), you could consider keeping the two objects separate, BUT let them both share the same texture inworld. UV-map the window first, and assuming there is sufficient empty UV space left over, you could then UV-map the handle to utilise this empty space within the same texture. Care would need to be taken to ensure the separate objects' UV areas don't overlap and have sufficient UV "moats", but that should be easy enough to do if you use the unwrapped window UV-layout as a background image whilst mapping the handle mesh. I do this kind of thing often, using up as much texture space as possible in large build projects - little mesh objects often don't need much texture detailing, and can share empty texture spaces from other UV-mapped objects. It reduces texture "wastage" so to speak. Each mesh will only utilise the texture space defined by their respective UV-maps. So this method can be quite useful for very efficient textures, especially when densely packed with multiple UV maps. :matte-motes-smile: EDITED TO ADD: Something important to consider, however, is that any textures that utilise alphas should be kept TOTALLY SEPARATE from any "solid" textures (semi-transparent glass textures, for example). SL mesh doesn't like textures with alpha channels too much, unless used with careful planning (glass in a window mesh, for example, should be isolated to its own material, allowing it to use a separate texture with an alpha channel. Generally being a flat object, mesh glass could be usable in this fashion). 3 Link to comment Share on other sites More sharing options...
Gaia Clary Posted October 20, 2012 Share Posted October 20, 2012 HI, When you are aiming for optimizing the texturing, then Maeve has already answered. When you are aiming for joining the objects to optimize land impact, then you could simply apply the subsurf modifier to the handle before you join the objects. 1 Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted October 20, 2012 Share Posted October 20, 2012 Any time you Join an object to another with an ACTIVE modifier that has not been applie yet. The object you join it to will take on the active modifer.. Like Gaia said. Apply the modifiers before joining the objects 1 Link to comment Share on other sites More sharing options...
Indigo Mertel Posted October 20, 2012 Share Posted October 20, 2012 Thank you Maeve, Gaia, Dilbert. Each of you gave me a valuable tip. Dilbert, applying the subsurf modifier resolved the problem and also made me realize that it created an awful amount of faces. That handle needs some work. Link to comment Share on other sites More sharing options...
Pix Jigsaw Posted October 21, 2012 Share Posted October 21, 2012 Good thread! Link to comment Share on other sites More sharing options...
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