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gxsaurav
04-22-2006, 06:50 PM
I have just started reading UVW mapping in 3D Max 8, i m a complate n00b to it, for the learning part i have taken this sample TV remote i made as the reference

http://img115.imageshack.us/img115/5523/remote7gs.jpg

I have seen in many games or renders here, that people use flat images to apply the UVW map which when applied on the model wraps arround it. I tried doing the same, i applied Unwrap UVW modifier on the model, then clicked on "Reset UVWs" & then edit, I come up with Edit UVW windows, there i selected all the surfaces, & to flat the sides, i selected Mapping -> Flatten Mapping, after that i went to Option-> Advanced option, now here my questions start to begin

1) How to make a flat image of these UVW, in advanced option there is an option of display preference, which is set to 256X256 by default, what is this value?

Here is a print screen of my settings, & how that blue box looks like, now how to take this flat image to photoshop, with the size 1024X1024, cos if i use printscreen, it's not 1024X1024 insted much smaller

http://img165.imageshack.us/img165/5483/uv9jy.jpg

Also how to remove that checker, & properly paint UV, awaiting help

rsalonen
04-23-2006, 01:06 AM
Im not familar with Max, so for better response i would suggest posting this in the Max forum (but im sure a Max-person snap this thread up anyway).

In Maya (which I use) you have the option to take a snapshot of your UVs. When you do that, you can also specify the resolution of the snapshot it takes. I assume this is what the default 256x256 Display Preferences is. A texture should always be made as a square picture to minimize any possible stretching. There should be a option somewhere to export the UV editor screen as a image file somewhere, however I dont know where Max have this option. There should also be an option to turn that checker background off. (Maybe the "Blend Tile to Background" button? :shrug: ) . I suggest you check your help files for more info about the UV editor.

If you do not find a way to export this as a image file, just do what you did, print screen it, then cut out the UV square part, and make a new file in Photoshop that is the size you want ie. 1024x1024. It doesnt matter if the image of these layed out UVs gets blurry from rezsizing (as long as you see what you do in Photoshop), since you will be hiding that layer when your done to export the finnished texture. However do NOT paint your texture on the small printscreen image, and resize it to your wanted size. (But I guess you know that)

I hope i didnt confuse you more now :)

Cheers

-Robin

gxsaurav
04-23-2006, 06:03 AM
ok , i was able to revart back to old max 8 ui & found the "render UVW template" option in Edit UVW window, this is my 256x256 pixel rendered

http://img73.imageshack.us/img73/116/uv15fn.jpg

I saved it as a png, then went to photoshop & colored it a bit, the Packed UVs were still in the blue box, but when i applied back, it's didn't fit, Since i only wanted to color on one phase, I selected the top phase, applied some rough text, & then again, i want to ask what is planner, pelt mapping & how to use it, here is the new render, with pinnalce text applied

http://img213.imageshack.us/img213/5115/uv13ru.jpg

here is the colored UVW map, i m going to try flatten mapping now. that seems easy, also there are many polygons, anyway to combine them & make one mesh (in UVW edit window)

http://img85.imageshack.us/img85/1402/uvw3sc.jpg

however the bottom, green face didn't get colored properly

Creed
04-23-2006, 08:12 AM
I believe people use B/W checker texture maps to look for distortion before they start using actual
texture maps. I can see that your "Pinnacle" text looks distorted (or maybe it's just the camera angle),
so you probably need to relax the UVs in this area. I would suggest using a checker map to see if this
is the case.

mukks
04-23-2006, 11:03 AM
http://waylon-art.com/uvw_tutorial/uvwtut_01.html

chek that tuto

aaraaf
04-23-2006, 01:09 PM
Hey mukks!

Great tutorial! I've been looking for something just like this.

As a side gxsaurav, Being able to remove buttons and drop downs is a nice feature in any app, but I had a really rough time realizing that using an old UI scheme caused the program to not show any of the new buttons in Max! Took me a long while to figure that out, and it's probably the same across the board with the different apps.

gxsaurav
04-23-2006, 01:26 PM
just compleated reading that tutorial, thanks, i m going to stitch the polygons now, that will make the job easy

the text is distorted, cos it's just a 256X256 Map

Creed
04-23-2006, 10:57 PM
just compleated reading that tutorial, thanks, i m going to stitch the polygons now, that will make the job easy

the text is distorted, cos it's just a 256X256 Map


The size of the texture map doesn't create distortion, bad UVs do.

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04-23-2006, 10:57 PM
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