by m@yaman on Thu 2. Oct 2008, 11:16
You might place your uvs at different places. Say you place the head in the uv-space 0-1/0-1 the torso in 1-2/0-1 the arms 2-3/0-1 and so forth. You can do this by selecting your shells - move it a bit - undo - search for the moveuv-command in the script-editor - copy it and give it the right number.
Example:
polyEditUV -u 0.0438885 -v 0 ;
change it to
polyEditUV -u 1 -v 0 ;
then create the the file-nodes for texturing, and a plusMinusAverage-node.
Assign the output color of each file-node to the input3d(0, 1, ...., X)
In the place2D-node of each file disable wrap for u and v as you dont want repeating-texture.
change the Translate-Frame according to the offset of the uvs of your shells.
Plug the output3D-attribute of the Average-node to the color-input of your shader
Uh, Edit:
To create the uvs as you want select the faces lets say for the arm and apply the cylindrical-mapping to it. Change the shape to your needs in the uv-editor. Then select the faces of your torso, apply mapping, change if you want and so forth.