View Full Version : Argh! UV Mapping NIghtmare! UT2003
.oO-cloak-Oo. 11-21-2002, 08:38 PM Ok, basically I am having all kinds of trouble mapping out my VF1J bot for UT 2003. Im using 3ds max 5 and my first attempt I just used Flatten Mapping, but really couldnt get a good set of UVs ...they came out too complex and unconnected. I tried messing with the values, but really couldnt get anything satisfactory. My second attempt I detached all the polys and flattened them out for a planar map, but when I tried to place it on the normal model the UV's didnt match up...this one really hacked me off because I spent like 4 hours flattening and detaching. :surprised Finally, my third try I tried selecting faces along the same axis and used Planar Mapping, but for some reason random dots would appear in the UV edit window....not the ones that I previousely mapped, but just random ones or a copy of the one i did before ...:surprised I really didint think mapping was gonna be that hard, but for me it apparently is. Please if anyone can help me I would appreciate it. Thanks.
Click on the link Robotech VF-1J WIP below to see my model.
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.oO-cloak-Oo.
11-21-2002, 09:47 PM
When using the method of just selecting the faces, do you have to assign material ID's to each set of faces u select? Maybe that was my problem before....I was only using 1 material ID. I'll try and see what happens.
.oO-cloak-Oo.
11-22-2002, 02:13 AM
LOL no replies, but its ok I took a look at the UV mapping tutorial at www.waylon-art.com (http://www.waylon-art.com) and it helped out so much. One of my mistakes was adding the Edit Mesh modifier instead of a Mesh Select after some of my unwraps.
CapnPanic
11-22-2002, 03:17 AM
now i havn't done any characters for UT2k3, but i HAVE done a handful of static models where i did indeed use teh max 5 uvw unwrap modifier. basically i just apply the modifier, go to edit it, select all teh faces, and do tools/flatten mapping which gives you all the faces flattened out, but not in a very useful way... then i spend some time moving faces around and stitching verts together in order to get a useful unwrap pattern. then i take a screenshot of that and paint over it in photoshop...
overall its sort of time consuming, but still better then it was in max 4.... i found that if u make the stitch vert thing a hotkey, it goes tons faster as you don't have to click thru the dialog box every time :)
if you continue to have some trouble, i can post some screenshots maybe, just ask :beer:
urgaffel
11-22-2002, 05:27 PM
This might help a little.
http://www.cgtalk.com/showthread.php?s=&threadid=29902
Get Texporter instead of taking a screenshot. Texporter renders the uvs to a user specified size. You also got a bunch of different shading modes, show all edges etc. Very usefull.
.oO-cloak-Oo.
11-24-2002, 04:51 PM
Urgaffel, nice video. That process looks very efficient, but Im still having a little trouble. How do I select faces to planar map within the UV Unwrap modifier? The tutorial at waylon-art.com says you can click on the Unwrap Modifier and go to "Select Face" mode. sub-object level. I have looked everwhere within the Unwrap modifier, but Im not seeing a select face mode. :surprised Sounds similar to what you did in your video. Selecting faces in the viewport and planar mapping them to the edit uv window. Please help.
Heres a screen of what im looking at...
Make sure you don't have a active poly/edge/vert selection on your editable mesh level, and then a plus sign appears beside the UV unwrap mod > hit that > select face appears, and then your viewport selection and editor selection are synced.
.oO-cloak-Oo.
11-24-2002, 08:49 PM
Kary: Hey thanks for the help! Thats exacly what was messing me up. Figures it was something so small :D
It always seems to be something tiny doesn't it? I just had 10 minutes trying to figure out why the skin shading feature wasn't working on a mesh -- then I realized sometime in early modelling the vert colour switch was set to something else.
Small but it did get in the way ;)
.oO-cloak-Oo.
11-25-2002, 06:49 PM
Lol Kary. For me its usually when I think something major is wrong its really something small. :p Well, here are my UVs, but I have another question. The spaces that I circled actually show the lines in the UV edit window and are a part of the element, but for some reason when I export with texporter they dont show up. Im not sure if it will mess up the texture as I havent gotten to it yet, but Im just curious. Again probably something small Im forgetting. :surprised
Also, I wanted to know if this is a good texture map or not and if I should change anything. Thanks.
.oO-cloak-Oo.
11-25-2002, 11:32 PM
Hehe nevermind I figured it out. It was something small again of course. All I had to do is check "All Lines" under Edges in Texporter. :scream:
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