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Groovedog
06-26-2002, 03:11 AM
OK,
I've searched previous posts. I've tried multiple tools. I even read a fantastic tutorial in French with explanations on UV mapping and I'm still baffled.

I've been concentrating on modeling of which I just finished the models for my demo reel.
My next step is the texturing.

I've tried Deeppaint and deepuv but they don't seem to play well with 3dsmax 4.2. After hours of work, the connection between the programs and all my UV work is lost.
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I would love to see the workflow in a timelapse tutorial because I still don't quite understand the tools Max includes to do the texturing. Does anyone know if a timelapse exists?

1. Where do you use uvwunwrap in the stack. Currently my stack gets HUGE!

poly select | uvw map | poly select | uvw map :: rinse repeat.

What is the best way to use uvwunwrap in this stack?

Should I create selection sets for the polygons first? Seems selection sets are not passed up the stack.

What do you call the anomaly where one material id selection seems to overlap another. I've deleted everything in the stack and still those ID's seem to be set. Like it remembers the mistakes.

2. How to use UVW Unwrap.

Also would be interested in tricks on the polygon selections. For instance I want to give the inside of the mouth a seperate material id but can't see the polygons to select them.

I've been experimenting but I guess I'm pretty dense on the subject because it isn't sinking in. Just to SEE the workflow I know I would get it.
Any suggestions would be greatly appreciated!

rez
06-26-2002, 03:46 AM
Hi I posted the uv question a few days ago. Read the Max docs under modeling/modifiers/uv coordinate modifiers and that dyslexic ass uv mapping tut in the tutorials. Haven’t seen any videos. Hope that helps a bit.

Reality3D
06-26-2002, 03:58 AM
>poly select | uvw map | poly select | uvw map :: rinse repeat.

You can apply all that uvw maps and then collapse them

>What is the best way to use uvwunwrap in this stack?
Uvwunwrap is designed to edit manually an object UV once uvw map is applied. So you should apply after the poly select | uvw map | poly select | uvw map sequence

>Also would be interested in tricks on the polygon selections. For >instance I want to give the inside of the mouth a seperate >material id but can't see the polygons to select them.
uzife plugin let's you to do lasso selections. You can use Paint Select script that let you tou paint literally faces/vertex/edges....


By the way, managing material id's sometimes is a bit crappy

Groovedog
06-26-2002, 06:08 AM
Ok I've done the following:

poly select | uvw map | poly select | uvw map

Up to about 7 material ID's. Then I apply uvw unwrap and at the bottom it allow you to choose the material ID you want to work with.

Because if it shows all ID's its just a jumble of verts.

The only choices I have are All id's and 4. What happened to all the other ID's I set in the stack? Crazy!

Rez I think I'm dyslexic because I did see your post but I still have problems.
:eek:

kandyman
06-26-2002, 04:30 PM
why do you have different material ids? is there a specific reason for that?

one of the best tutorials is on http://www.chuggnut.com/ - "lil' Alien Fekka - Part 2"

If you understand that one, you can map anything. :)

marin

ronin
06-27-2002, 10:03 AM
Deeppaint is a lame paint program so u cant do much with it, i also hate max's uvw tools, too complicated :P
i do it manualy...
i take the model and start selecting polys by groups
then when i have all the groups i make a clone of them all, and hide it, then u take the other model and start moving the pices areound and flatening and laying them in a box figure jsut like youd want to see them on the UV sheet,
after thats done attach them back using the correct order ( you must name them , a-b-c-d-... when u start detaching ) then when they are attached put the UVW map modifier select planar and fit (x/y/z) then unhide the other model and start attaching the pieces back aswell, then use morph on ur UVW'ed model and morph it into the clone, then delet the clone,
select the remaining model
select all vertices and weld using the default integer, now just use texporter on the model

Martijn Wijmer
06-27-2002, 12:46 PM
Everything Ronin just explained is a pain in the ass. Take a look at this post http://www.cgtalk.com/showthread.php?s=&threadid=11120

It's the same method Ronin is explaining, only a lot simpler. It's developed for low poly, but for me it also works for hi-poly models.

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