Like if you want to move part in a circular motion, while keeping only 1 diffuse texure. Thus enabeling you to add several islands on 1 spot, like the gears istead of using multiple planes. Is that possible?
You could also have suggested to render the image, instead exclusively using texturepainting. Maybe as a bonus or something. I cna image that some people don't feel like learning another software along Blender.
Like this:
start a new file, go to top view (7), allign camera to view (ctrl+alt+0), set the camera to orthographic, set the resolution in the Output Properties and render everything else as Aplha by checking the "Transparent" in the Film option in Render Properties.
Then model your way throught till you get the the shapes you want. Plus you can mimic the layers by arranging the objects in the Z-position.
@19:51, Ctrl+L -> modifiers (linking modifiers to the last selected object is also good ;) )
There is a way to animate UV's! Check out the addon Animall. It's excellent.
Like if you want to move part in a circular motion, while keeping only 1 diffuse texure. Thus enabeling you to add several islands on 1 spot, like the gears instead of using multiple planes. Is that possible?
True, that could work, and I like how you're thinking. Just be careful not to have anything painted around each gear though or else it will spin too. So they would still have to be separate planes and still have to have transparency in order to work well.
Then model your way throught till you get the the shapes you want. Plus you can mimic the layers by arranging the objects in the Z-position.
That also works!
Same for making links to modifiers - that would been faster for sure. Thanks for the notes!
I checked Animall and tinkered a bit. It does indeed animate individual islands (i tried to rotate 2 360deg), but it also auto-scales the islands while rotating them. Have you got experience with the addon or know someone who does have experience with animating rotating UV's? Beacuse i only want the rotation to happen without a change in scale.
That Works :D! For proper rotation you only need to divide the texture resolution by the centre of the island, put those numbers into the UV centre + 2 emptys, rotate the "to" in Z.
Thanks Jonathan!
You can animate values in material nodes. For simple rotations, you can just use the Texture Coordinate/UV input and run it through a Vector Mapping node with animated settings.