View Full Version : Unwrap UVW
BryanSilva 04-04-2003, 09:48 PM hello all, I really hope someone can help me out here. O.K. heres the deal, my modeling skills are up to par, but when it comes to texturing, i run into problems. The method i use to unwrap my models reaps a looooooooong ass stack.
I use a mesh select modifier followed by a material (id) modifier,a uvw map modifier to planar project the map, and finally a unwrap uvw modifier and those steps are used for numerous planes on a mesh, you can see how the stack becomes gigantic quickly. I dont know how to unwrap the mesh so i can use one texture sheet for a solid mesh instead of my way, having an individual texture sheet for every single part of a mesh.
Please someone help.
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BryanSilva
04-04-2003, 09:49 PM
oh, in 3dmax of course.:)
here are a couple.
simple ship
http://www.flipcode.com/tutorials/spaceship/
this one is the one i use with very satisfactory results
http://chuggnut.com/tutorials/alien2/alien2.html
eMysfit
04-05-2003, 03:04 AM
Ive been wanting to know how to do this also, but I think instead of unwrapping the entire mesh, you do like you are doing now, all seperate planar maps and somehow you can combine them....but I don't know how, hopefully somebody can help out eh?!?
EricChadwick
04-07-2003, 03:08 PM
Apply UVs to selected faces, collapse stack, repeat until all are UV-d, then apply UVWUnwrap to edit.
michaelcomet
04-07-2003, 05:17 PM
As posm mentioned if the stack gets big you just collapse. At the end you will edit/.adjust in the unwrap editor anyhow...or you can do that as you go.... eventually collapse down so all u have is hte unwrap uvw editor.
For the other method eMysfit is asking is you can do a bunch of planar maps or different uvw unwrap editors all on different map channels and use a composite map with or with out mask maps underneath to do maps that can overlay and blend into each other over the same polys etc.
EricChadwick
04-07-2003, 05:33 PM
Hey thanks Michael.
Maybe this will help.
Mapping Complex Shapes Using Multiple Map Channels
By Neil Blevins
http://www.neilblevins.com/cg_education/map_channels/map_channels.htm
ernest
04-09-2003, 06:37 PM
the best tutorial i've seen for uvw-unwraping is a video tut from 3dbuzz. just take a look at Unreal Tournament Game Design Issue 1 - part 2 UV Coordinates:)
DogBreath
04-13-2003, 11:11 AM
I'm only a noob at UVUnwrapping but I have been using a method similar to yours, but at the end adding one final Edit Mesh and not selecting anymore polys with this one.
Then applying a final UVUnwrap, when you open it to edit it you will find all the previous selections on the one unwrap.
So you must be careful to arrange them as you go up the stack so that they are spread around the unwrap display window. I scale them down as I go then they are easier to arrange.
Then you can arrange them all in the final Unwrap to all fit onto one image (and scale them back up)......and then use texporter to complete the operation.
Using this way you can unwrap using planar on one selection (eg:the chest )and cylidrical on another (eg: head without ears)
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