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sketchyjay
05-04-2003, 07:50 AM
Hi

I just finished this model a month ago and stopped working on her to do the animation challange. Now free I want to continue working on her.

This is my idea for the colors and idea for her costume;
http://www.byjason.com/log/archive/test2.jpg

What would you do to texture this kind of continuous outfit.

I've read and done some basic UV mapping, and understand the how to but not the When to... if you get my meaning.

Basically what tactics would you use to attack this texturing problem?

So far I assume I would cylindrical map each limb and the body. make some alphas to blend then drop some basic grids in to line up the red and gray regions. then do the final maps.


Jay

P.S. I did that version by following the flow of polys. Since I modified her to animate better there is no longer a way for me to do that.

leigh
05-04-2003, 07:57 AM
Originally posted by sketchyjay
So far I assume I would cylindrical map each limb and the body. make some alphas to blend then drop some basic grids in to line up the red and gray regions. then do the final maps.


Yep, that's pretty much exactly what I would do too :)

sketchyjay
05-04-2003, 08:18 AM
wow that was a quick reply!

Thanks.

jay.

I'll post my wip as they are done

sketchyjay
05-07-2003, 03:46 AM
Okay I finally had time to try out hte tutorial from the inside lw 6 book. I assume the texturing works the same in higher versions.

I took the body broke it up into several cylinders and mapped the checkerboard to it. I then went back into modeler and turn subpatch back on after to prevent distortion.

But I am getting odd stretching on the arms. Do I need to do a proper christ pose with right angle limbs to get the cylindrical maps to work right. the arms are bent as you can see and I assume this is the problem. The legs flow into the body perfectly.

front (http://www.byjason.com/log/archive/maddie_cylindricalmaptest1.jpg)


the back is a real mess. pinching everywhere.
rear (http://www.byjason.com/log/archive/maddie_cylindricalmaptest2.jpg)

I read a tutorial about copying and pasting each side front rear, etc and pasting it into a planer UV map. The serious sam UV tutorial on Newtek. Or manithings tutorial where I unweld everything and put it into proper position before making the UV map for it.

any suggestions or advice in which direction I should be looking,

Jay

leigh
05-07-2003, 04:02 AM
Do I need to do a proper christ pose with right angle limbs to get the cylindrical maps to work right.

Yeah, you do :)

Then it's really just a case of editing everything until all the stretching is gone. For a full character, that can take quite a while :D

By the way, the torso looks really odd - when you unwrapped it, what axis did you use? It looks like you used the z-axis :surprised

Another thing - plan your seams a little more carefully, although cunning editing can move the seams to other places. For instance, on the arms, you have the seams on the forearms - rather place them on the underside of the arms. I usually do that in the editing phase though :)

Have a look at this character, made by Equinoxx, that I unwrapped for him. Look for the seams ;)

http://leigh.cgcommunity.com/temp/chathar_UV_01.jpg

http://leigh.cgcommunity.com/temp/chathar_UV_02.jpg

See how I've placed the seams in hard to see places. I've also almost finished editing these, just a bit of stretching and pinching to eliminate now. All it takes is a few hours of pushing and pulling points in the UV viewport :thumbsup:

Oh, another thing: you should do the hands and feet seperately as well. I can see that you have included the hands in the arm unwraps - rather do them each seperately using planar maps from the top and bottom.

sketchyjay
05-07-2003, 04:16 AM
lol wow and with graphic to explain as well...

It's almost as fast as chatting.

Thanks for the help!

I'll fix the mesh to get her into the right pose.

the body I just selected. hit Q did the usual. THen I sent to surface editor and used the texture option and made it a cylindrical map and used the checkerboard. It is on the Y axis though.

I'm going to start over with proper UVs and try to unwrap the parts again. The arms came out terrible and the legs, even after I centered it on the Y axis in an endomorph came out a bit wonky...

I'll play around with this some more and put up further wips tomarrow.

thanks again,

Jay

sketchyjay
05-07-2003, 06:00 AM
Ding!

The light just went on. I could not figure out how to cylindrical map without some polys going of the edge even when they are unwelded, but yours didn't have that problem.

then it hit me...

I discovered I can unweld inside the UV window and now it is all moving along nicely.

Will post new one soon.

Jay

sketchyjay
05-20-2003, 03:35 PM
Here are my newest UV maps.

http://www.byjason.com/log/archive/uv-tactic-image.jpg


This is about a week of editing. But Smoothing(sub-patch mode) in LW cause ripples in texture. Will have to fix that next.




Jay

leigh
05-20-2003, 07:02 PM
What are the coloured areas for? :)

sketchyjay
05-21-2003, 12:20 AM
I was using the Inspired 3d modeling and texuring Book. You can download the texture i used from the publisher site. This texture has a red and green cross in the middle and a red stripe Xing across it. Used it to fix the flow of the mesh. the small red checker was not helpful in all instances since it is all one color and pattern.

When doing this collection of UV maps do I overlap one UV onto the UV map of another? basically sharing the edge polys between two maps?

here she is with the exported unwrap 2 textures applied before I begin painting them. These textures just share edges but not polygons.

http://www.byjason.com/log/archive/dominique_uv_f.jpg

http://www.byjason.com/log/archive/dominique_uv_b.jpg

Jay

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