View Full Version : problem in unrapping this frog
guru-work 06-19-2005, 02:17 PM hello dear friends i am working on the texturing of this frog for my showreel....how to texture this with using unrap.uvw ..since i have not made this character in a t-pose so i am having lots of problem in unrapping it .....please advice me to solve this problem...:scream:
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guru-work
07-06-2005, 07:23 PM
so no body can find a way to unrap this...okie thanks for the support....
madart
07-07-2005, 07:51 AM
I'm sorry to hear that you haven't had any luck here.
I haven't used Max in a long time for more organic modelling and UVmapping, so I'm not sure that I will be of much help, but anyway I'll try. I can't really remember exactly how it works in MAX, I'm more used to Maya now.
The following is something I found here on CGTalk, can't remember who wrote it though:
1. Select all your polys assign them to a really high ID that won't be used.
2. Start grouping specific polys to separate IDs indepedent to that "Piece" of your model e.g.
4 polys of table leg 1 = ID 1, 4 polys of table leg 2 = ID 2 etc.
3. Now use a poly select to select each piece of your object that you applied an ID to earlier
4. Each time you add a poly select modifier to select a piece of your model, add a UVW map to it that is appropriate to the shape of that piece and then add an Unwrap UVW ontop of that.
5. Before you move onto the next pieces click the "Edit" button on the Unwrap UVW modifier and you should see a bunch of vertices for that particular piece of your object's mapping.
6. Drag select all of those vertices and move them out of that Grey square outline (this outline is essentially your texture map canvas). You can select the scale option to scale them down so things don't get too cluttered later on
7. Repeat the above steps for each piece that you've assigned an ID, always adding a poly select with a UVW ontop and an Unwrap on top of that. Each time dragging the vertices outside the canvas.
8. Once every piece is mapped add a final poly select and select every poly. Then add a Final Unwrap.
9. Click the edit button again and you should see all of the pieces you've previously mapped and dragged. Using the select by ID options drag each one back into the canvas area and scale them down so that they all fit in. Try to use as much of the canvas as possible rotating pieces if necessary.
10. You can collapse the stack now(the UVW data remains), but I doubt you need to if you have a decent PC.
11. Use texporter set the parameters to what you want (I select constant with a white colour and use edges as a wire reference). Export to a TGA with a high resolution (I use 2048x2048)
12. Now just open it up in photoshop or whatever and paint away.
End of someone elses text!
If anyone recognises the above text, please let me know or post a link to that thread, thank you!
There are a few links found in the link below.
http://www.cgtalk.com/showthread.php?t=247558
Hope this has helped some. I'm sorry I can't be of more help. I'm sure you could get more help over at the Max-forum.
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