View Full Version : UVW mapping question
in this model, i am trying to uvw map the strap and the shoe sole part, how would i do this with just having the edit poly and two uvwmapping modifiers in the stack?
http://www.splicewarestudios.com/qu2k/uvwproblem.jpg
|
|
sakuramboo
03-15-2003, 01:49 AM
id prolly use for the sole a box uvw, while on the strap use a shrinkwrap. unless you wanna texture it in photoshop or something, them id get rid of uvw mapping and just put a uvw unwrap.
i know that part, my question is how do you separate what polys the uvw map mod is affecting and have multiple ones.
i know you can select the polys then apply the mod and it will only uvw map those, but if i need to uvwmap 2 areas with 2 different uvwmaps how would i do that?
sakuramboo
03-15-2003, 04:05 AM
do you see that empty scroll down window right to the left of the mirror button up top? when i edit poly, select the polys that you want to use for one uvw map, make sure they are selected, they type in there what ever you want (i.e. strap, sole) then hit enter. do that for the other one too. now, just go back to edit poly, use that scroll down bar and select what you want, then apply the uvw map to it. rename that modifier "strap" (you know). then repeat for the other one. just rename it "sole" no, when you go to edit poly, select what you want, then go to that uvw map. if strap is selected, then click on the strap uvw map mod. then do the same thing for sole.
that wont work either, if you do the selection way of telling uvwmap what to uvwmap then your current selection will be what gets applied to the top one
i think it has something to do with the map channel, but i cant figure out what channel im supposed to match it to
So you just want to unwrap your shoe? Where is the problem? :shrug:
You jaust have to do several Planar mapping to your shoe and unwrap 'em, use a checker for example to see where the stretches are and remove them with moving the UV's
http://neox.gfx-scene.de/public/advices/uvmap.jpg
your uv-map will look like this (thats just an example they don't have to look like that) but i would prefer to connect for example the strap to one uv-element like in this picture
http://neox.gfx-scene.de/public/advices/uvmap.gif
but thats your decision
i hope could help you and you understand my bad english :D
yeah that would work, but i was wondering how you do it with just 2 uvw maps, one for the blue and one for the red parts.
would it have soemthing to do with the channel?
http://www.splicewarestudios.com/qu2k/uvwproblem2.jpg
did you collapse your stack?? where is your basemesh?? :surprised
one question, ewhy do you want to do only 2 uvw modifiers to the whole object? just select the faces as i "did" it in my picture
map it planar from the best angle, unwrap it and move the uv element out of your uv-space.
then collapse the stack (not meshsmooth!!!) to the baselevel and select the next polygons unwrap em, move em out of uv-space and so on, then put one unwrapper (without having any subobject selected) in the stack and move/scale/rotate every part of your unwrapped mesh into your UV-space with the smallest spacing you can get (if you are working lowpoly ^^)
actually with max5s new uvwunwrap you dont have to go through all that, you can just select the faces you want and click planiar map and edit the uvws at the same time. its really nice :D
and i just wanted to know how to do it using the double uvwmap method in the picture for future reference. i know i can do it the other way too
Select the blue faces in your base object and apply the fist uvw map. Then add a poly select modifier and select the red faces. put your second uvw modifier on top of that and you should be all set.
CGTalk Moderation
01-14-2006, 03:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.