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kiwi
11-19-2006, 10:48 PM
Hi


I have a 4k square map with clean UVs layed out.My Character has wings and I have decided the wings are only getting about 512 each,which is definitely not what I want.I know I can use the create new tex > gen new uv coords > place material to left of UV tag method to be able to make just the wings get x amount of pixel space I choose in an entirely new map,but how do I do this and retain my clean UVs?......the last thing I want to do is generate new uv coords and have to layout the UVs once more.


How does baking normal maps turnout/work when using this method as well?



Tia


Stu.

chi
11-20-2006, 12:10 AM
have you checked out the zb tutorial videos on cineversity there is one for creating multiple textures/uvs on one object that should apply to this...

genrally you can just select the uvs for the wings click fit uv to canvas...then you want to transform move the selected uvs by 1 on the x axis...now you have 2 large UVs in one uv tag...now you need 2 seperate materials...the materials should have tiling turned off...and then thier x offset changed to correspond to the uv space were you want it. not sure how normal baking would work with this method...i do know it works with z brush quite well though...just make sure you choose a smart place for your seam...

on a side not you may want to do a little tweaking to take advantage of the new space freed up...but you dont have to.

heathivan
11-20-2006, 01:23 AM
Perhaps I misunderstood, but I have a suggestion. Why not duplicate your UVW tag (control + drag), and then transform the duplicated clean UVs on the second tag? And as stated, use a second material.

--h

kiwi
11-20-2006, 08:45 AM
have you checked out the zb tutorial videos on cineversity there is one for creating multiple textures/uvs on one object that should apply to this...

genrally you can just select the uvs for the wings click fit uv to canvas...then you want to transform move the selected uvs by 1 on the x axis...now you have 2 large UVs in one uv tag...now you need 2 seperate materials...the materials should have tiling turned off...and then thier x offset changed to correspond to the uv space were you want it. not sure how normal baking would work with this method...i do know it works with z brush quite well though...just make sure you choose a smart place for your seam...

on a side not you may want to do a little tweaking to take advantage of the new space freed up...but you dont have to.


Thanks Chi :)


Thats something I have been looking at lately but not gotten around to trying out {offset uv shells}


I know its best to use square UV maps ie 4096 x 4096 etc,but is it ok to use say 4k by 2k sometimes?


thanks again

Stu.

kiwi
11-20-2006, 08:50 AM
Perhaps I misunderstood, but I have a suggestion. Why not duplicate your UVW tag (control + drag), and then transform the duplicated clean UVs on the second tag? And as stated, use a second material.

--h



Ya a good idea heathivan.I tried that also but it didnt quite work the way I wanted,cheers anyway.


In the end I split the legs and wings off as the connections are nice and clean and will not be hard to clean up the seams.



Cheers

Stu.

chi
11-20-2006, 03:03 PM
I would assume that your texture could be anysize you want i think square textures are most common because they fill the entire area of a uv grid section...but yeah once i figured out how to do theuv thing it made getting high rez maps so much easier.

Keith Young
11-20-2006, 08:12 PM
...genrally you can just select the uvs for the wings click fit uv to canvas...then you want to transform move the selected uvs by 1 on the x axis...now you have 2 large UVs in one uv tag...now you need 2 seperate materials...the materials should have tiling turned off...and then thier x offset changed to correspond to the uv space were you want it.

Hey chi,

I hadn't watched those tutorials lately, but I did want to comment on something above... I do agree that you should turn off tiling for both materials, but I don't think you have to mess with the x offset values at all. If a UV value is outside the 0.0->1.0 space, in most apps, it simply wraps. So if you have an island of UVs in the 1.0->2.0 space, they will be treated as if they are in the 0.0->1.0 space.

The tiling and offset values can be useful for 'creating' non-standard UV space maps though. For example, let's say you are making a simple Skirt model, using a LoftNURBs object for the body of the skirt. You've decided that you want to use a simple repeating tile texture and that the texture will be tiled 10 times in each direction. Pretty much all of the C4D Primitive objects will have a default uv-mapping once you make the object Editable, so before you make it editable, add a material to the skirt and set up the tileX and tileY values to 10.

Once you make the object editable, if you go look at the uv-mapping in BP, you'll see that the UVs actually stretch from 0.0->10.0 in both x and y directions. At this point, the material you had applied (with the 10x tiling) may either no longer be appropriate or it might have been modified to account for the tiling (I don't recall off hand which is the case, but if you applied a new material set to UVW mapping without changing any other values, it works fine, because the actual UV mapping of the geometry have already been tiled).

I do this all the time with humanoid meshes that often have 3-4 such islands (of course my Undertow plugin (http://skinprops.com/undertow.php) makes this easy).

Keith

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