View Full Version : train: need some tips on unwrapping

11-02-2006, 05:02 AM
hey everyone,

i am currently working on my first enviro project at school. im not quite done but i would like to begin unwrapping some objects. I've started to unwrap my train and it's not unwraping the way i like it to. What i would like to acheive is getting the unwrap perfectly square or rectangle. My unwrap turned out like this...


heres the train in its station


i feel like this scene is still a bit empty, i value any suggestions and feedback so please let me know of anything i could add or change :)

thanks in advance.


i should add that i am working in maya 7

11-02-2006, 05:26 AM

about the unwrapping. You don't need to unwrap your entire train as one single object. First of all, i would unwrap the top and sides separated. The roof will probably have a different color/material, so the chance for unwanted seams is very small.

Also, it looks like all your uvwmaps have alot of distortion going on. They will give you on hell of a time when you are working in photoshop. (imagine if you want a perfect straight line from one end of the train to the other...)

I made a little paint over to show what i mean: (blue part)


Now to the turqoise part (damn, why did i chose that color?) The two spots you see are representing the same object (the front windshield). You should try to make them equal in size, becouse the difference in texture detail will be big. save uv space for important stuff, and fill up the holes with the less important stuff (stuff you can scale down). Now, since the front of the train is directly in the camera, you realy want to get this right, and equal in size... Plus of course the distortion on the left part. Realy needs a fix


11-02-2006, 06:39 AM
Hey david,

i agree with everything doylle said. This is the frustrating thing about texture mapping...the default unwrapping tools only partially layout your UVs. Making the UVs rectangular for photoshop is a real pain. I've spent almost as much time UVing as i did modeling some characters. It's worth the time and effort though, trying to paint with default UVs causes way too much distortion. Enjoy!

11-02-2006, 07:20 AM
hey doylle,

thanks for your reply, i took your advice and here's my second attempt at it. what do you think ?


yule01, i can see what you mean by texturing can take just as much time as modeling.
before i discovered the unfold tool in maya i was unwrapping a character in XSI and it was horrible! it seemed like everything had to be manually cut and sewn together. the unwrap tool really made things easier =) But yeah having a good unwrap will definately make things simpler for yourself down the road.

11-02-2006, 07:38 AM
Looks alot better. :thumbsup: You just saved yourself some real texturing frustrations :)

Now, i'm no real uvmap expert, but this is what i would do next:

if i'm not mistaking, the the green parts are all from the front of the train. It would make sense to get this in one piece, to minimize the risk of seams. On the red line, you have edges running straight down, so that's where i would make my cut. Now, if you uwnrap this like in the first screen, you'll have alot of distortion (which we don't want). So, i would take the Yellow line as a base line, and start building up your uv's by hand. (i don't know what unwrap tools maya has, so back to basics ;)) You should be able to build them up, so they form a perfect square (the red lines are straight down remember). Of course, this will couse some texture stretching, but a checker texture can show you where, and by adjusting single vertexes in you uv space (i believe they're also called vertexes), you can minimize this texture stretching. after that there's nothing left i think, only that you should use your entire uv space, and avoid empty spots at all time (the texture is loaded entirerly in the memory, doesn't matter if you use the space or not. so to get the best detail you use it all)


11-02-2006, 06:49 PM
thanks doylle!

i apprecriate your help :thumbsup:
I separated the front and i made a checker test projection. here's the update =)
(i havent straightened out the uv's for the front left of the train yet)



11-02-2006, 09:38 PM
i feel like this scene is still a bit empty, i value any suggestions and feedback so please let me know of anything i could add or change :)

Hey dcgear!

Here is my amateur shot at it. I thought about a lushgreen plant in pot in corner but I realised there is no sun in undergrounds so... :hmm:


Have U ever seen how does russian metro look alike? It's splendour :


11-12-2006, 02:04 AM
thanks for the input, but i was actually going for an abandoned/grungy subway station.

anyway, here is an update of my train, I just downloaded a glassshader and it seems to be working but i have yet to play around in settings to add more thickness to it.

as for the entire train please tear it apart and let me know what you guys think.



11-12-2006, 02:23 AM
That looks really nice. Good job on the spec map.

Its a little dark, maybe a brighter image would help see what you have going on the textures.

The only comment I have is that the windows need some dirt and steaks on them. The inside also looks a little too dirty. It would be cleaner on the inside.

11-12-2006, 11:59 AM
Hi. I've hardly been 2 times in a metro in my life, and I haven't been to an abandoned metro station so I can't tell anything about lighting, textures, lighting vs textures etc. I got one hint thou - why don't you add a few more polys to headlights cases to make them more round? From what I recall most of trains have round headlights, these seem to be a bit squarey


02-08-2007, 12:44 PM
hey everyone,
heres an update of my train station with most of the texturing done. just need to add some more garbage on the floor. I am planning on using this for my demo reel so i would really like to know what you guys think =)


02-08-2007, 12:59 PM
looks very nice so far.

I would make the paper on the platform a bit dirtier and more crunched up, it look a bit too neat just now.
Also the train windscreen needs to be dirtier round the edges where the wiper doesnt reach. and the side windows woud be grubbier to.
the lighting doesnt look too bad, but the lack of shadows make the bench look like its floating a bit.

you could also add a bit of DOF to the camera so that the distant object are slightly blurred

keep it up :thumbsup:

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