View Full Version : I need help with UVW Unwrap!
BryanSilva 04-04-2003, 09:53 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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Dave Black
04-05-2003, 12:15 AM
Ok.
First, I can understand your confusion.
Let's see if I can make this make sense.
Ok...
UVWMapping coordinates are stored in the mesh as a seperate group of information. If you collapse your mod-stack, you will notice all those uvwmappings you added will, actually, stay.
So that should answer your question.
But let's look a bit deeper.
You can, actually unwrap the entire model without a single UVWMap modifier. This is a seperate item, and you can learn how to do that by hitting the F1 key.
There are alot of good tutorials out there on UVWUnwrap. Check 'em out...you'l be glad you did.
-3DZ
:D
BryanSilva
04-05-2003, 12:44 AM
3DZealot, thanx for the reply.
I am aware that after i go through my method of applying textures, i can collapse the stack but my question is:
how can i unwrap an entire character mesh and have one template to paint onto in photoshop?
also, the tutorial that comes with max uses a fairly flat surfaced object (the plane), which mapping option is most suitable for characters flatten, normal, or unfold?
Howdy !
One thing you could do to "minimize" your stack would be to select sets of faces and apply them different material ids prior to add uvmaps, then using meshselect modifier, apply uvmaps to each set of faces -which can make your stack grow quite big indeed, but which also lets you choose the projection types you want to add depending of the set of faces you have defined.
You can then collapse your stack: the projection types you have applied will stay, and then you can add an unwrap modifier on top of your mesh and manage your uvs, keeping the stack quite 'simple' while you get on unwraping.
This method and the one 3DZ pointed you at both end up in a single "template", the uvw coordinates, that you can paint on.
mouj
Dave Black
04-05-2003, 01:17 AM
You can add mappings in the UVWUnwrap mod, such as planer, to any part of the geometry. You dont have to use the automatic mapping, which is really just there as a guide. After appling any mapping type, you will still have to manually unwrap and connect each piece. There is a tutorial that is being done by a group. It's the sticky thread marked with something like "calling all newbs" or something to that effect. The tutorial they are all doing has a great UVWMapping section.
I wish I had the time to write the methodology out, but I just don't right now. Best thing I can recommend, is to go to the tutorials sections of CGTalk, and look for tuts on the subject, as well as look for videos.
I'll check back soon, and hopefully will have the time to talk about it in more detail.
Also remember, that Max 5 has a totally new way of UVWmapping, and you should check out all the tutorials and in the manuals, as well as the "new features" booklet that comes with Max.
-3DZ
:D
SuperMax
04-05-2003, 03:58 AM
theres a free plugin called Texporter (i think) which lets you save the unwrapped mesh in a jpeg format in any size you like and you can open that in photoshop and starting painting.
Texturing was hell for me when i started Max. I learn how to do everything but texturing was the pain in the but, i had NOOOO idea how to do it. I just used the material editor to make a texture and apply tothe whole object.
Unwrapping was alien to me. But im finally starting to understand it and getting better day by day.
Dave Black
04-05-2003, 05:32 AM
This question is sorta like asking "How do I model".
You're talking about a different disipline, and you question is too vague.
Tell us what you've learned, and what you want to know. Have you read the manual? Have you done a browser search? Have you read through the tutorials listed all over this site?
If you have a specific problem, please, by all means ask, but we really will need more info to help you out.
-3DZ
:D
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