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View Full Version : Stuck with texporter/Frustrating Problem


Animare
03-02-2003, 12:48 AM
I am currently a little bit confused, I am trying to unwrap the object below
http://www.users.bigpond.net.au/shanj/texport.jpg

some armour, so I apply a UVW Map to it, cylndrical, the model is basically box modeled, mirrored then weleded..so each side is exactly the same...and I've checked the UVW Map gizmo so its directly 'green edge' is directly in the center. What I expected to get was a evenly distributed Texported image,

http://www.users.bigpond.net.au/shanj/result.jpg
yet I keep getting an unwrap of uneven propotions as though each side of the mesh was different? What am I doing wrong?

Any help appreciated

mouj
03-02-2003, 01:53 PM
Howdy !!

Might be me but it seems that you're overlooking a step in the process... what about unwrapping ?

Applying uv maps to your mesh is not really sufficient, since it will only bring you what you show up in your second image, you'd have to unwrap this mesh (using the unwrap modifier) and move around your vertices and actually place them the way you want to paint your map...

Textporter will work even better on a nicely unwrapped mesh, imho..

mouj

Aearon
03-02-2003, 02:16 PM
uhm i don't really see any problem with that map..

you'll only have to work on the shoulders a little, just scale them down with soft selection, otherwise you won't be able to paint all the areas

other than that you'll just have to clean up some distortions, you won't get a perfect uniform mesh - but this is _not_ what you want..

fabman
03-02-2003, 09:55 PM
mouj it's right, you have to apply the uvw unwrap after the uvw mapping, here you have a good tutorial for mapping complex objects, including how to deal with the uvw unwrap modifier.

http://waylon-art.com/uvw_tutorial/uvwtut_01.html


hope it helped.

Animare
03-02-2003, 11:23 PM
Ahh...the dreaded unwrap....yep I tried to skip that part :) Thanks guys i'll go back an work on that...appreciate the help.

JoeRedstall
03-03-2003, 02:03 AM
Um, I noticed in your screenshot that you've got your uvw map modifier above your meshsmooth. Why don't you put meshsmooth at the top of the stack? that way you'll have fewer polygons to move around when you unwrap and make the process much easier. Texporter will give you a nice high poly mesh to paint on once you've finished anyway.

Animare
03-03-2003, 02:18 AM
Thanks Joe, appreciate that, I thought that the uvw would give out the unwrap of the mesmoothed version if it was ontop...but yeah it would be a pain in the ass unwrapping a mesmoothed cage.

Thanks

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