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View Full Version : the thoery behind texturing?


ninoaniceto
02-11-2004, 03:30 PM
Hey all. Im new to texturing; Ive been focusing on modelling and rigging for the past few months now. And ive decided that its time to learn proper unwrapping/mapping/texturing. I already know the basics of unwarpping/mspping/tex (like the ones they show on the manual) but what i need to know is how to unwrap and texturing something complex like a face.
How do you flat a head so it breaks the way its soppose to? OR, is it soppose to break like a puzzle and you have to figure out each face and stitch them together?

Rabid pitbull
02-11-2004, 09:32 PM
It really depends on your software sometimes. Generally with a head you want to use some kind of cylindrical uv mapping. Atlas mapping is what makes a jigsaw out of the map. It is pretty dificult to edit and paint on these for most situations. Keep in mind that traditional projection mapping should not be ignored just fopr the sakes of using uv mapping. Bottom line is you will need to experiment with diffrent projection types to find the best result, and all uv maps need to be adjusted to remove stretching.

Look for tutorials for your software, several good texturing tutorials here as well.

-good luck

Freakychakra
02-19-2004, 05:55 PM
What I tend to do in 3dsMAX, is to planar map the front, then the side of the face, and then connect the two elements in the unwrapper.
I have found that this gives less distortion.

Freakychakra

EricChadwick
02-19-2004, 09:42 PM
Here's one using the Relax method in Maya. Can be adapted to most other programs. Nice UV layout.
http://www.kniffen.ca/index.php?target=tutorials/texture/UV1.php

Here's one for 3ds max, not a head but it offers many tips, and a good workflow.
http://www.3dtotal.com/ffa/tutorials/max/UVW_mapping_an_object/UVW_mapping_an_object1.asp

Dyrexion
02-25-2004, 11:07 PM
I learned a very efficient UV texturing method for lightwave using endo morphs.

Take the object select half unweld along that line of selected and unselected. Then rotate the selected half so is also facing the same direction as the front half. Then move all the points to flatten the object. Screen capture and move to some paint program. thats the general idea it was way less nerve racking that the other available methods.

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