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View Full Version : Help: UVW Mapping Theory Single Mesh Character


aaraaf
04-22-2006, 02:06 AM
Hey there! This is gonna be a little long winded... AND I'm using Max (8) but figured this conversation had more use in this forum than the max specific.

I've done a lot of searching here and the beginner tuts are mostly dead from the sticky and a lot of the image links are down in the others, so here come my questions...

What is generally considered a good uvw / pelt map seam placement for unclothed characters. I'm finally getting a marginal understanding of uvw / pelt mapping which is really melting my brain, but I'm running into problems in the character's extremities.

Maps I've seen have had the hands and pieces cut apart on the map... Is it necessary to divide the mesh this way? It seems a little counterintuitive to paint with the textures broken apart, but if that's how it is then I guess I've got to start thinking different with it. Should I seam the hands and the feet at some point across the mesh?


Here are some doodles to explain my questions and what I think I should be doing.

The first larger image shows how I think the mapping of the head, hands, palms, feet and soles should be mapped... is this on the right track?


The examples for the body illustrate what I've seen others do. Which of these is the best way to go? Is there a general rule of thumb for mapping this part of the body? Am I completely off track and off my rocker with these?


Thanks so much!


http://www.aaraaf.com/cgtalk/uvw_mainseams.jpg

http://www.aaraaf.com/cgtalk/uvw_example01.jpg

http://www.aaraaf.com/cgtalk/uvw_example02.jpg

http://www.aaraaf.com/cgtalk/uvw_example03.jpg

unknowngod430
04-24-2006, 04:47 PM
i'm running into the same issue right now... it's annoying as hellllll... if you hear anything pn me cuz i need to know

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04-24-2006, 04:47 PM
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