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View Full Version : How would you unwrap this?


somlor
02-19-2003, 10:31 AM
Pretty much a total mapping/texturing newbie and I'm wondering before I dive into what appears to me the nightmarish underworld of uvw unwrapping ... do you think this is an efficient way to map this character? I've set up different material id's and am about to assign the different uvw map types for unwrapping.

http://www.seanomlor.com/images/forum/texturingQuestion.jpg

after this, it's just an unavoidably tedious and time consuming process of tweaking the uvwmap inside of the "unwrap uvw map" editor, correct?

any help appreciated.
thanks,
[s]

jadedchron
02-19-2003, 10:58 AM
i would say more planes.. but than again what do i know :shrug:

ssalo
02-19-2003, 12:10 PM
I'd do just like you already planned.

Edit: OOPS! I didn't noticed those box mapped parts. I don't know how would box-mapping show in UVW-unwrap but I'd use Cylinderical instead....

somlor
02-19-2003, 09:07 PM
thanks. I hear differing things about the map types ... when I stick a cylinder around the torso, it distorts really badly, but maybe it will be easier to edit in "unwrap uvw" than a box. (?)

jadechron: you say planars. I've heard others say the same thing. can you or anyone tell me the advantages/disadvantages of the different map types when going to unwrap?

thx,
[s]

Iain McFadzen
02-20-2003, 09:05 AM
You are going to need to UnWrap it anyway so just use the mapping projection type that gives you the most intuitive starting point. I only use Cylindrical and Planar on characters, because they usually only leave me having to move verts in Unwrap, I don't have to piss about detaching and rotating polys and whatnot to get a sensible template.

One tip I can offer is that you apply a tiled Checkerboard map onto each Mat ID before you unwrap it, as it's a great way to get visual feedback on where the stretching occurs.

somlor
02-20-2003, 10:16 AM
Thanks, Iain!

So if you were to use planars in this case, would you select all of the front faces, slap a planar and all of the back, slap a planar ... or would you do more of a box setup with the planars, ie: front/back/side/side?

[s]

Iain McFadzen
02-20-2003, 12:49 PM
Having looked over your model again I reckon I'd probably try and go for cylindrical all the way, including the torso, although the shoulder area would likely need to be mapped separately (possibly top-down planar).

The fact is though, it really doesn't matter all that much how you initially apply the UVW coordinates, it's what you do with them in Unwrap that matters.

Why don't you try applying a few different mapping styles to this model, and check each one in the Unwrap editor (or texporter) so you can judge which method will require least work (always my own top priority :) ). Afterall, the best way to learn is to do.

Wires
02-20-2003, 03:14 PM
I would HIGHLY reccommend getting hold of an amazing little plugin called Texporter.... it can be found at www.maxplugins.de... once you have added all the uvw mapping... you use it to basicly create a bitmap with the polygons/edges already in place.. it even shows up overlaps... then its just a case of painting the textures using the bitmap as a template..

somlor
02-20-2003, 07:42 PM
Thanks guys. I'm going to go take a whack at it now.

[s]

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