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M_Orlich
05-22-2003, 05:42 PM
I'm trying to create a UV Texture Map for a SubD character model that I plan to paint with Painter 7.

I'm quite confused as to the best way to go about it. Should I use automatic mapping for the whole character or should I use a cyclinder for the head and automatic for the rest or should I go through and map each part of the character seperately? Should I convert it to a polygon and then map? ahhhh, help...!!!

I've read everything I can find on the topic and still seem to be pretty lost. If I could just watch someone go through the process once I think it would all come together. I realize there are many different ways you can go about it. I was hoping someone might share a relatively easy way for someone who is trying to get started.

Thank you,
Matt

Carina
05-23-2003, 08:49 AM
I wouldn't say I'm an expert, but what i normally do is do a cylinder map on the head, one on the torso, one on each arm and one on each leg...

Then deal with the gritty details of hands and feet last.

It probably depends on how picky you are with the results.

Levitateme
05-23-2003, 10:27 AM
hey mr orc, if i was you i would do like canrina said for starters. also a good technicque i use. get a checkered texture/shader apply it to your mesh scale the uvs enough so you haev alot of repeating. you can also just scale the texture yes. but then you have a way to veryify your size of uvs against eachother. like the leg will be a shell, the head a shell. with the scaled checkers maek sure there roughly the same size on all your uv shells. i have reccomended before IF YOU WOULD PAY ATTENTION!!!! joking, but i would look into getting some gnomon dvds. there is also a texturing lessons on the internet i have heard. im guessing its on there gnomon online website? i dont know i just have few dvds. but i think the checker is a good way to start. also i learned this tip from darrin kruemaeawweeeiliediee from gnomon like your face extract taht from you mesh, get your uvs set for it. i do this to all my major pieces, its just faster for selecting. i hope some of this helps thanks again.

M_Orlich
05-23-2003, 03:23 PM
Thank you both for your replies. I was starting to feel ignored. :cry:

At this point I don't want to be too picky. Just get something decent that I can use as a template to paint on.

Actually, I do have all 3 of the Gnomon DVDs on texturing. I found them somewhat useful. I don't like that they jump all over the place. I like something that is more point a to z type thing. The Maya Character Animation has some great information on mapping, but it's always just a hand or a head, never strategies for the whole character. Even then, it gives several different ways to go. I was hoping to learn from all your experience as to which way is the best.

Hopefully I have it in shape to post in the WIP section soon.

Thanks again,
Matt

Levitateme
05-23-2003, 08:55 PM
hi there, i would also suggest getting deep paint3d if you can. im not sure if i said taht already, but it makes the problem from painting from one group of uv shells to the other obsolete! i have never had a problem with the texture jumping from edge border to edge border, just use the projection mode really great stuff .

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