Joining multiple primitives for shading

Hi,

I'm still in the process of learning the basics of 3D modelling, so what I'm asking may be obvious - but not to me ;)

I tried creating a building in DAZ, using a bunch of primitives (primarily cubes). Everything looked acceptable, so I proceeded to add a shader. Here's where things went wrong. The result was warped and stretched beyond recognition. Of course, lots of my primitives are streched, so it's only natural for the shader to reflect this. Is there some way I can join multiple primitives into a single object for the sake of shading?

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,946

    Joining them won't help, though you could do it with OBJ export. The issue is the UVs - each face of a model has texture coordinates assigned to the vertices that define it, and the area of the map defined is applied to the face; when you scale or otherwise reshape the mesh that segment of the texture map gets stretched along with it, it can't slide to keep a square aspect ratio. You really need to rework the UVs, which you can do in a modelling application like Hexagon or Blender working on an exported file.

  • crosswindcrosswind Posts: 6,986
    edited May 2023

    Joining or merging them won't help ~~ on the contrary, you better separate them in terms of 'surfaces'.
    If you just wanna make it in Ds, after applying shaders (e.g. bricks, stones or sth.),  you may try to tweak Horizontal Tiles and Vertical Tiles on the surface. Create more surfaces as needed and set proper values to Hor / Ver Offset to make them aligned...

    Post edited by crosswind on
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