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View Full Version : How can u tell if a model can be textured ?


nirishere
11-15-2005, 04:03 PM
I heard that not all models can be Unwrapped in a "good manner",
also I want to understand how do you tell that by the looks of a model, and also if there is a "more correct" way to model so that it can be textured.
isn't the new PELT of 3ds-max solving these problems ? Please could you help me see the difference between a good unwrap and a not-so-good (not terrible) one ?
Thanx a lot !
N

leigh
11-16-2005, 08:47 AM
Any model can be UV mapped and textured. Some are just more difficult and time-consuming to do than others ;)

Creed
11-17-2005, 12:04 AM
Pelt mapping is not a one-all solution. It's only good for organic models like animals and characters.
I wouldn't use it on low poly boxy-shaped objects. :)

nirishere
11-17-2005, 12:08 AM
Is there anything you should do when modeling when you want to pre-think of the texturing phase?

Is there a good example that can make it clear ? How to unwrap correctly/model correctly for texturing ?

Thanx a lot guys, in advance

Creed
11-17-2005, 04:28 AM
There is no correct way to do it, that's why UV mapping is so fun. It drives everyone insane
eventually. :)

SockMonkey
11-17-2005, 06:43 AM
"There is no correct way to do it, that's why UV mapping is so fun. It drives everyone insane
eventually. "

Yep. I ran out of hair to tear out a long time ago. ;)

Marcel
11-17-2005, 08:45 AM
Like Leigh said, all objects can be unwrapped, but some are easier than others. The perfect unwrap has the following features:

No stretching
No seams
A rectangular shape so no texture space is wasted

Unless you are mapping a rectangle, you'll need to compromise on some of these features. It's up to the project and your personal preferences which one is more important. If you are texturing for a game for example you'd have limited texture space, so wasting a part of a texture (because your unwrap has a weird same) is a deadly sin.

The only way I sometimes plan ahead for the mapping when modelling is to add stuff for hiding the texture seams. For example, you can model a strap around the upper arm to be able to detach the upper arm from the torso.

nirishere
11-17-2005, 10:57 AM
Do you think there's a good tutorial showing what a bad way to unwrap UV's and a good way to do that ?
Because I modeled a human head, and I can't tell if my checkerboard lies ok or not on it.

I want to nkow the good theory before I keep moving, because good practices not only make work run smoother, but it also makes it better and much more faster - and in the long run -> more fun !


Here is the model (There is a seam in the half of the head, which now on the map, I have no idea how to stretch it back and maybe clone parts of one side to the other):
http://www.toonagi.com/Nir/mapping1.JPG

Thanks guys, you are great... :thumbsup:

dtgrafx
11-17-2005, 04:02 PM
Have you tried texporter (http://www.cuneytozdas.com/software/3dsmax/)?

firewing666
11-17-2005, 06:16 PM
texture porter looks really handy, is there a good equivalent uv unwrapper for maya?

Marcel
11-17-2005, 06:38 PM
Texporter doesn't do anything to the uv's itself, it just saves out an image of the uv's so you can use it as a template in Photoshop.

firewing666
11-17-2005, 06:45 PM
oh, really?

does that mean max doesnt support uv export then?

nirishere
11-18-2005, 12:06 AM
Max 8 has UV render built in it.

I think I am starting to get it all, thank you fellas !

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