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kheemo
06-11-2002, 03:33 PM
How would you map a beast like the one I did here ..I tried a plannar mapping but Im not satisfied with the result its streching and in between the leg its not really nice...

can I unwrap it completly ?... like a dead bear skin ..you know??.. so I could map it in only one map ..

anyone have ideas or tips ... I tried deeppaint demo..but still ,, :(

I tried to keep it lowpoly too...



http://www.kheemo.com/yuru7.jpg

http://www.kheemo.com/yuru4.jpg

http://www.kheemo.com/yuru6.jpg



can any one help me :)


thanks

leigh
06-11-2002, 03:40 PM
Well, the only way you can unwrap the entire mesh in one go, is to use an atlas unwrapping method (which Lighwave has, and I'm sure other apps have an equivalent).
However, planars should actually work - to avoid that stretching, just do a planar UV unwrap, unweld the points, and move them so that the entire thing flattens out - that way the texture will not stretch accross like that. Basically, do a UV projection on the x-axis, and then take the points of the poly that forms the underside of the foot, and move them down so that you get a completely flattened out foot, underside and all.
Remember - texturing is a slow process, so a lot of patience and careful UV editing will eventually turn out right :thumbsup:

What software are you using? Post an image of your unwrap, so we can see what it's looking like....

kheemo
06-11-2002, 03:48 PM
thanks for your fast response :)

here is a screenshot of the unwraped mesh using a planar mapping and the unwrap tool from max..

still, the legs are just a side view.. I wish I could unwrap them totally ...

Im using Max4 and some plugins like TLUnwrap, Texporter, chilli ...

unwelding the vertices... humm I might try that...

http://www.kheemo.com/yuru8.jpg

thanks :)

leigh
06-11-2002, 03:56 PM
The weird thing is....ummm... for some bizarre reason, you unwrap doesn't seem to include the polys under the feet :surprised Unless they are completely flat and in aline with those bottom ones....
Well, look at the pic below - if you unweld all your points, then you should be able to grab those points of the polys under the feet and pull them out like I've indicated. That way you can paint down onto them as well, so that you will not have those horrible lines :)

kheemo
06-11-2002, 04:04 PM
nice Im goiing to try that...

It might take a while ;)

like I said before for this image I used a planar mapping first..thats why poly under the feet are not showing properly..the unwrap in Max depend of your mapping projection ,,

I guess it will be easier to map just the half of it right ? since its symetrical... I dunno ,, cause I wish the head could be flaten from the top view instead of the side view,,

heehee this is getting really confusing :rolleyes:

I migh unweld these vertices what do youthink ? ..

http://www.kheemo.com/yuru9.jpg

leigh
06-11-2002, 04:10 PM
Yeah, only do an unwrap on one half, and then mirror the UVs (provided the model is perfectly symmetrical). Seeing as this model is low poly, I'm presuming their is no need for highly detailed unique texturing on both sides, so mirroring it should do the trick. The same goes for the head - that particular shape head should have no problems being unwrapped from the sides - just ensure that you include the top and bottom poys in your UV selection, and pull them out like I previously showed.

As for unwelding, I usually unweld ALL the points for the area I unwrapped - that allows for completely free editing of the points in the UV map. After I'm finished editing the points, I just remerge them all :)

kheemo
06-11-2002, 04:13 PM
nice.. Im doiing it right now ..I will post the result later on


thanks a lot :airguitar

kheemo
06-11-2002, 05:47 PM
nice I found something here... sorry for the one that knew it allready ;)



If your using Max Unwrap ... there is an option ..clic on the subobject : select faces (in the unwrap modifier) .. select your faces and clic : planar map in the modifier menu ...

this will save me a lot of times : )


http://www.kheemo.com/yuru10.jpg

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