View Full Version : UV help needed
i cant figure out how to get better UV's i search for tutorials but i cannot find good tutorials to learn how to create nice UV's and how to texter a nice head.
image included below
http://www.corknet.nl/pic5.jpg
|
|
nautilus
05-24-2003, 11:48 PM
you could check Boris3d Tutorials links, maybe you can find some useful stuff there:
Boris3d - Shading & Texturing (http://www.boris3d.de/tutorials.html#shading)
Levitateme
05-25-2003, 12:17 AM
kaas, first off ill try and give you some advice.
1. im guessing that model was smoothed yes...
first i would set up your UVS on your base mesh. that way you have to move few uvs, then you can smooth.
2. i have been using deep paint 3d fora couple years now. i just got a hold of the demo of zbrush. im learning that now. plus its cheap, but that and deep paint3d have projection mapping . you can just paint anywere. but try and unwrap your uvs before you smooth .
ciao
so i need to texture my boxed polygon that is over mij smoothed mess ?
Levitateme
05-25-2003, 03:50 AM
hmmm, sorry i dont follow. can you go intor more detail on wha tyou mean?
Levitateme
05-25-2003, 03:56 AM
i would maybe check out
www.boris3.de/tutorials.html
they have lots of tutorials, i dont know if any are good. i never visit it much, but i know its a great site. maybe they'll haev something.
i want to texture the head but i cant figure out how to work with the uv's . i want to have the hole head equal textured. as you see is the checker texture not equal , some spots are stretched . how do i get a good mapping ? i search the hole night to find good tutorials but i need to learn the basics about UV's and stuff.
btw, out of curiousity, did they fix up the UV smoothing issues (as outlined @ http://www.drone.org/tutorials/uv_smoothing.html) in Maya 5.0?
MasonDoran
05-26-2003, 08:24 AM
1. do UVs on the mesh before using the smooth function. Less UVs...less work.
2. Planar mapping or box mapping...call it what u will buts pretty fast and easy.
2a. Select the whole head.....do planare map to the front of the face. In UVtexture editor....select the all UVs...and move it out of the the 0-1 Uv space(the square) An easy way...is to do a planar mapping via camera projection(look in the options box of planar mapping) To move it to the side....select a couple UVs....the ctrl+RMB and then choose UV Shell
2b. Same method..but select the side view...select all of the faces on the side of the head...both the left and right....and apply another planar mapping. In Texture editor....move these Uvs to the side.
2c. Do the same for the top of the head(go into top view and project via camera) and the back of the head....and move each projection to the side.
3. Now if u projected the sides of the face together at the same time....they will perfectly overlap. If texture space is a priority...then this is an advantage....otherwise....select the UVs of one side of the face via the veiwport....and in the texture editor select the shell and then FLIP UVs....and then move to the side. You move everything to the side so they dont overlap...and allow easy selection.
4. You should now have 5 UV shells.....which you can move in together like puzzle pieces. Once the shells are close as possible...you can Move and Sew...or just Sew Uvs.
5. Scale the Uvs so it fits into the 0-1 space. For problem areas like the nose and ears....just Relax Uvs.
thanks 2byte ! i shall try this tonight because i need to work now :-( .
CGTalk Moderation
01-15-2006, 01:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.