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View Full Version : UVW Mapping - Stitching Vertices etc - 3dsmax


Vazza
03-28-2007, 10:55 PM
I've been pulling my hair out trying to get my Bear model mapped so I thought it best to ask here. I think I've got a grasp on the basic use of the tools, but what I'm really stumped on is how I should be laying the UV's out.

As an example, I've mapped each arm of my bear in a different way:

http://www.asro95.dsl.pipex.com/3dstuff/uvw_question.jpg

The arm on the left has been layed out as flat as possible, and to avoid distortion I've left a lot of vertices unwelded. Now, this looks great in the viewports with a checker pattern applied, but I realize that's it's going to cause me some headaches when it comes to painting textures because of the open seams.

The arm on the right has been stitched into one flattened out piece with one single seam running around the outside. To achieve this, I had to deform some of the polygon shapes and no amount of pulling vertices around seems to give such a good undistorted checker pattern in the viewport, but would make it easier when it comes to painting textures, even if they are likely to appear stretched in places.

So, what I'm wondering is...what is the best way to go about the process? Should I leave a lot of unstitched vertices and have virtually no stretching but problems later on, or should I just continue to try pulling vertices around on the "welded" version?

scrimski
03-28-2007, 11:12 PM
I think there is no 'one or the other'. Try out with a checker map, if the distorsion isn't too big or in a not s prominent place stay with the stitched part, otherwise flatten the distorted parts.
You are giving away a lot of UV space btw.

Vazza
03-29-2007, 12:33 AM
Thanks scrimski.

It looks like I shall continue to persevere with the mapping with the welded vertices. At least if I can get to grips with that, I'll have less to worry about when it comes to painting textures later.

One other question, is it possible to copy and paste the UV's from one piece of the model to another? What I mean is, when I'm happy with one arm can I copy the UVW layout onto the other one? I've tried using the copy/paste in the Unwrap UVW window and it does change the shape of the UV's when I paste, but the checker texture gets wildy distorted.

softdistortion
03-29-2007, 07:53 AM
generally you would try to put any seams on a spot where they are either not too visible...underside of arm, or hidden///like at a clothing seam.

For the flattening, I don't use max, but I'm pretty sure it has a relax function for UVs. You could experiment with that and pinning of seam edges to see how you like the outcome.

depending on how much realism you need...to speed things up you could UV/texture one whole half of your character and then Mirror mesh and UV/texture to add the other half.

Vazza
03-29-2007, 02:48 PM
Wow, I hadn't thought of mapping just one side and then mirror-ing it. That's a great idea! Thank you very much, softdistortion :thumbsup:

I'll also try using the relax tools too.

As it turns out, this particular project is very forgiving as far a UVW mapping is concerned because it's going to be covered in fur which will likely cover up any distortion anyway, but I thought this particular project (being my first character/organic shaped model) would be my starting point to really learn the process.

Thanks again guys, I really appreciate your input :buttrock:

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