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Kinten
05-28-2003, 03:47 PM
Hi all!
My name is Pontus Hammarberg and I live in Stocholm, Sweden (were the polar-bears walk the streets ;) ).
I'm new to this forum and hopefully I'll be able to contribute and give good tips to you all, but first I must get a bit more experienced.
Recently I picked up 3d-modelling again after a pause of maybe 1-2 years.

At the moment I am modelling a human (male) body, and I've come to the fun part of it, texturing! My first question will therefor be:
What kind of UVW mapping do you normally/prefere to apply to your models?

Do you have any good tips or trix on drawing a texture that fits? At the moment I'm just playing arround with surfaces with different colors, to see wich sector of the texture is applied to wich part of the model.

Well, until later, cheers!
:beer:

Matze-NCS
05-28-2003, 04:01 PM
hi, 1-2 years, thats a long break, i have a tutorial about
''Using Unwrap UVW to texture a mesh in 3D Studio MAX'' , here is the LINK (http://www.madwomb.com/madwomb/tutorials/tutorials_uvwunwrap.html)

well, i hope that the tutortial can help you

Marcel
05-28-2003, 06:24 PM
Download the free Texporter plugin, that will make a nice template you can use to paint over in Photoshop.
Also read up on the new unwrap functions in Max5, especially the normalmap unwrapping and the automatic stitch functions are excellent!

ivo D
05-28-2003, 08:54 PM
..pff..texturing.. just found it all out ..a week ago.. for heads how to do it good.. for a human head..

just relax it to the max.. (a copy of it).. with a cyl mapping on it.. than ad a unwrap modifier.. and ad a checker map to it.. look how much distorion is ther.. only at the place of the nose mostly and the neck.. adjust the neck.. and the cheeks ets..so all the boxes of the texture are just as big..

it wont take much time.. a hour or so. or less..

but the key is.. you can let the distotion in ther..at the nose and so on..the things you cant get away easaly.. just let it be..

than use texporter.. unwrap it(makes the bitmap) and just paint it.. put it on your copyed model.. with again a cyl map.. and.. than it can be that it doesnt fit wel.. just set the uvw to gizmo..and scale and rotate your uvw etc..till it fits correctly..

it also helps ,to ad the whire mapping.. , the unwrapped map without painted stuff over it..and ad that to the model.. so you can see if your polygon lines are identical to the ones of the real model..

than at the end when your all textured and done. ad a uvwunwrap modifier.. and do edit the uvw mapping..to get that last distotian out..

make your uvw edit window small.. max window full size.. set them netx to each other..and set ur model shaded.. so you can see what you are doing..and tadaa finished!

Kinten
05-29-2003, 12:03 PM
Thank you guys!

Great tutorial Matze!

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