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diakonas
02-13-2003, 09:04 PM
Hi there,
I would like to know, how unwrapp some problematic models.
Always when I see perfectly textured model I wonder how they could achieve so perfect placement of each piece of texture on so complex model. For example some humanoid model - there are SO many bends.
So, easy question, hard answer. How perfectly unwrapp complex organic model. (of course I can use Deep UV or Deep Paint, but I want To do it without plugins).

Obr. 1)
Lets look at simple cylindrical model.
When I use any type of projection, I never get perfect map - there are always some faces, where will be texture stretched.
I know, I can use several projection and then I can join them together but I never get away faces with bad orientation to projection.

Obr. 2)
And what about humanoid organic creatures? There are areas, which I never project in perfect way.

----------
Ok I can use Automatic mapping, but it will fit map into square and split mesh into many pieces with different sizes...

http://www.diakonas.com/img/mapping.jpg

http://www.diakonas.com/img/shoulder.jpg


-diak

diakonas
02-13-2003, 09:07 PM
note

Im not afraid hard and tedious work, but I have to know, that on the end of hard work will be good result...

So, any suggestions or good workflows?

-diak

leigh
02-13-2003, 10:49 PM
Just edit your UV maps to get rid of the stretching and overlapping polys, it's really simple.

I do all my characters using a combination of planar and cylindrical unwraps. Yup, it does take a long time, but it's a really simple, straightforward procedure, nonetheless.

diakonas
02-24-2003, 07:41 PM
Hey, and what about, for example, egg shape - it almost impossible to get right, undistorted map.
How can I know, how to far or near pull the verticle within UV map editing?

thanks, diak

EricChadwick
02-25-2003, 06:21 PM
It helps me when adjusting UVs to use a checkerboard-like texture on the model. This helps me see where stretching or distortions are occuring.

If you can use a 3d painting tool that uses projection mapping (Deep Paint 3D, ZBrush to name two), then you don't need to worry too much about getting UVs perfect, the projection overcomes most problems.

diakonas
02-25-2003, 06:56 PM
Hi Posm, you´re right. I use Checker too for controling UV map. But it is not so perfect. I play around with one mapping problem, working hard and checker seems to be great. but with texture applied, texture look not so good...

Oh yes - plugins. I can use DeepUV and Deep Paint, but I want to do it without plugins. Only with default program functions...

thanx for aply anyway.

-diak

EricChadwick
02-25-2003, 07:51 PM
Checker works great for me, but I find if the checker is too big and plain (black and white) then it does more harm than good, since it can't show distortions that may be happening within each square. Not sure if this is what's happening for you.

Here's a sample I use. To see stretching it has a 1-pixel detail checker mixed with a large checker, then letters to show mirroring/orientation, then a color/grid system for finding my way.
Besides I just like the colors better than others I've used.

When the surface area is large, I temporarily tile the UVs to keep the detail small, and thus helpful.

I hope this helps you.

http://www.ericchadwick.com/examples/images/testgrid.tif
(647KB LZW TIF)

diakonas
02-27-2003, 11:40 AM
Hey posm,

you idea with large and small checker is good. I have to try it and I believe, I recognize smaller details.

Oh and the text - I udes it too, but little bit lack map. Your map looks good.

Thanks for info nad advices a lot!

-diak

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