As you can see via my Sutton Bank thread, I managed to learn enough about UV mapping/Texturing last night to be able to make a very simplified but somewhat believable (in the right light!) hangar complex for my real life gliding club.
In creating the blender file, I ended up with a heirarchy containing all of the different shapes/items in the complex - which in the end I merged together, unwrapped, and laid the simple texture onto. This made it possible to have a single texture file for the whole scene, but will make editing the model more difficult going forward.
If I didn't merge in blender; I could create several UV maps for each object - and it looks like I could make and apply several textures, one for each in the C3D maker.
My question is - can I actually do this? Can one Condor object support multiple textures? Is there a performance disadvantage?
UV Mapping / How many textures?
Re: UV Mapping / How many textures?
Condor has a limit of 1 texture per object. This is why we dont usually have a collection of buildings as a single object.
Chris Wedgwood,
Condor Team
Condor Team
Re: UV Mapping / How many textures?
To clarify OXO's post even more, one C3D file is a "landscape object" that is placed into the scenery. Inside it constains one or multiple "scene objects". One scene object can only have one texture, but the whole landscape object (C3D file) may of course use multiple textures, if it contains multiple scene objects.
Re: UV Mapping / How many textures?
Fair enough, and I could/should have modelled the tug hangar separately but the main hangar and clubhouse is actually one building, but made of three objects in blender (because it seemed easier).
So in that case, merging the objects in blender and unwrapping them is the way forward for complicatedly shaped things? (and trying to stick to one 'building' per object).
So in that case, merging the objects in blender and unwrapping them is the way forward for complicatedly shaped things? (and trying to stick to one 'building' per object).