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phobos
03-23-2003, 02:21 PM
O.k here are my main problems. I have a sweater here that needs to be textured. I don't know how to achieve the flattening of the mesh.
I use bodyapaints optimal mapping but it makes a mess. Any ideas on how to achieve this?
Your help would be extremely appreciated. Thank you in advance

http://users.otenet.gr/~jim08088/uvprob1.jpg

http://users.otenet.gr/~jim08088/uvprob2.gif

pit
03-23-2003, 03:53 PM
Make selectiontags for both sleeves and the bodypart. Utilizing interactive mapping you can (one by one) set the projection mode to cylindrical for all 3 parts. Hope this is of some help.

bjotto
03-23-2003, 03:55 PM
I would start with planer/flatmapping(can't remember what it's called) and then selct the back of th sweater and move it to the side and then just start pulling points

chris_b
03-23-2003, 04:01 PM
...with complex shapes like that a single projection is not likely ging to get you what you are after... Instead, select the torso UV polys (in your perspective view) without the arms and activate 'start interactive mapping'.

Next, select cylindrical mapping and use the texture axis tool to rotate the texture coordinates so that the UV's are positioned in texture view the way you want them to be (try rotating in the y-axis in order to position the seam at the sides rather tan the front). Once the torso is unwrapped the way you want it to be, select 'stop interactive mapping'--you may need to generate
UV coordinates in the object manager if your object has no UV's.

Next, select each arm seperately and enable interactive mapping (as above) and use the texture axi tool to rotate and scale (you can also selct fit to object in the object manager) the cyclindrical projection so that it best fits the arm geometry. Once you have both arms and the torso unwrapped this way, you can further optimize the mapping and minimize seams by moving UV polys around in the texture view (enable point and edge snapping)

UV mapping organic objects is never a one click task :hmm:
good luck!

phobos
03-23-2003, 05:05 PM
Thanks for the help guys but I'm really confused at what are the exact things I have to do. After a quick check in the manual for the interactive mapping I made a try with the face this time. But to be honest I'm really confused. I have all the tools and their meaning but I don't know what to do with them!!!

Here is a piciture at what I'm trying to do. I want to get a better view of the nose. So what i do is select half the face on the uv polygons and push them a little to the right. Then I make a selection tag of the nose and start interactive mapping and do as the manual says frontal mapping. I stop interactive mapping and start to scale the nose polygons. Am I going the right way?? When I scale the nose it scales onb every side so I get a really small nose.Can I scale it only on one side or something?
Also by the time I choose the nose and start the interactive mapping on the object manager a get a broken material along with a good material. What is going wrong?

Please can someone explain me what is the order of doing things or something? I'm working for 12 hours non stop and trying to learn bodypaint (thank god the manual is generally well written) and I'm so confused.

phobos
03-23-2003, 05:06 PM
Oh the picture
http://users.otenet.gr/~jim08088/face.gif

I know that I need to scale the nose horizontally to avoid overlapping but I don't know how to scale it only on one direction and not all the sides



Found this site
http://interneteye3d.com/Tutorials/2001/Jan/BodyPaint/default.asp

I see that he separates everything on his model.

Is this the right thing to do for the face? Separate every detail like nose ears and stuff?
Do I need to rejoin the uv mesh? If I don't rejoin them then how do I get a consistency in the texture? For example if i draw a line on the nose that continues to cheeks and thos 2 thing are separated how am I supposed to get a continuous line on both of these objects?




Am I going the right way
http://users.otenet.gr/~jim08088/newtest.jpg

wuensch
03-23-2003, 07:33 PM
sorry, you will have to make yourself aquainted with the whole mapping process in BP, there is really no easy way (its not that hard on the other hand ;-).
As someone said above, split the mesh into selections an try out interactive mapping, then pull a few UV-points apart where it is still not clean enoug.
Try to avoid to use optimal mapping because it will splatter your UVs all apart and you will ahve problems to make a good texture without seams.
Olli

ndog
03-23-2003, 08:12 PM
To scale in only one direction use Non-uniform scaling, click the scaling button until it expands then select it.

It's been a while since I've used BodyPaint and hope you keep posting questions. I think a lot of people could benefit from the answers.

Per-Anders
03-23-2003, 10:06 PM
you guys may find my maxuv tools help some in yoru mapping woes, especially terrace can help to get things in the right area (and help to remove some overlaps).

you will still ahve ot get aquanted with bp' uv mapping tools to get really precice maps, but my tools will be a time saver, just got ot my site to download

http://www.peranders.com/c4d8/

phobos
03-24-2003, 11:47 AM
Hello everybody

Mdme Sadie
UV terrace makes cinema think for very long times. I force quited it to get it over. I haven't let it for several minutes as the manual said but the pants is a low poly object so I don't think that it needed so long.

1)Anyway I think that I'm going to stick with the bodypaint. What I'm gonna do is (eg for the sweater) create tags for the different parts. One tag for the front side of the sweater one for the back one for the left sleeve and one for the right sleeve.
That way I have a manageable mesh. But how am I supposed to get a consistent texture this way??? Let's say I draw a line that starts from th bottom of the front side of the sweater and crosses the sleeve. If I have 2 different materials for the sweater and for the sweater sleeve how am I supposed to get a consistent line between the 2????

2)Let's say that I leave this idea behind and make one texture for the whole sweater. How am I supposed to flatten the mesh? It goes in different directions.If I use interactive mapping for the sleeves where am I supposed to put the sleeves mesh? It doesn't fit on it's original point. So what do I do? I separate them from the mesh?

PLEASE guys help me here. I just don't know what to do!!! Any pictures that show a step by step UV unwrapping or just some words on what to do would be really helpful. I'm on a tight deadline here and I need to sort this out to continue on the rest of the stuff. Thanks in advance

Per-Anders
03-24-2003, 06:10 PM
i'm afraid that terrace is very processor intensive, but it does finish (it's not crashing cinema), even for low poly models that's just the nature of the beast.

with unwrapping it takes a great deal of effort and time, your best bet is just going to be reading through the bodypaint manual to find out what all the tools do. none of the fast methods (Optimal Mapping, UV Terrace) will get you exactly what you want, so the only way is literally to push and pull seperate polys around.

what you can do to help is to start out with mapping systems that work for a start on the various parts of the model, there are no rules that say you are only allowed one UVMap per mesh, so perhaps start out with cylindrical mapping on one leg, then make a uv map out of that, do the same for the other leg, and then another cylindrical map for the top, bum/groin area. getting good maps is really mostly a case of being very patient and moving polys and points one at a time. if you don't look for the quick fix you may find that individual poly alignment isn't that slow once you get started.

good luck, and be patient (it's pretty much the same in all apps i'm afraid.

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