View Full Version : UV Question (clean unwraping)
07-03-2003, 10:25 PM
My question is pretty simple.
I have to texture an object using UV mapping.
I know the basic techniques on how obtaining an UV map from my model and to have clean UVs dependant on the part of the model i divided it into coherent sections.
At this point everything is okay.
My question is : my model is in supatch mode and not freezed (cause i'll have to animate it so i keep it that way), the thing is that when i generate an UV map the lowpoly model appears in the UV viewport (instead of the smooth one).
So i tried to copy the object and freeze the copy to generate UV : it works but i cannot apply the new "smooth" UV to the Subpatched model, only on the freezed one.
Is there a way to apply the "smooth freezed UV" on the "lowpoly subpatch model" ?
Thanks in advance for your advices, and sorry if this one is a recurrent topic...
07-03-2003, 11:36 PM
What you can do, is take the UV map from the frozen object into your paint program and use it as the template for your texture. Then map your texture (made with the frozen UV template) onto your lo-res UV subpatch version. Hope that may help.
07-03-2003, 11:42 PM
Thanks, i'll try that !
Trouve ton bonheur sur : http://www.toonafish.nl/ (dans la rubrique tutorials)
07-04-2003, 09:27 AM
Merci V2N, j'ai lu le tuto mais autant ça le fait sur une boîte (et encore on sent qu'il a du galérer pour mettre ça au point tellement c'est tordu), autant je pense que j'aurai carrément du mal avec mon objet, en tout cas merci quand même.
Je continue en anglais là :) :
Here is my object :
And here are the actual UV :
I wish i'd could make a clean unwrap of it be it seems not possible a simple way.
As you can see there are a lot of nasty distortions.
Is there a simple way to get rid of them ?
I've tried the unwrap plugins (http://mywebpages.comcast.net/erniew/getstuff.html) but they seem to give good resulsts only when the base UV are clean.
Is there something i've missed ? Where did i made a mistake ?
07-04-2003, 11:54 AM
Okay, after some more tweaking here is my best result :
Please help. :)
07-04-2003, 01:34 PM
LighWave doesn't handle UV subpatching well at all, there's an explanation of why and a usefull UV to morph script that might help here;
You could also try metaforming the control mesh to increase it's density (not good, I know) or consider if you even need UV mapping at all (standard projections are immune to the distortion).
Another common technique for UVing is to to use a temporary morph and tear open the model (magnet/falloff rotate..) so that the polys map better with the initial UV projection (planar, cylindrical, etc...). Once you've got the UV from the distorted model delete the morph and (re)merge the points.
You might also want to get this UV guide, it's much better than the standard LW one;
This UV problem is one of the things on my personal features list for LW 8.0, I hope they fix it...
BTW, you could save yourself some effort by deleting one of the wings and one foot, UVing the remaining wing/foot, and then mirroring the geometry. Doing that will give you identical UVs for both feet and both wings so you'd only need to draw one wing and one foot on the map (at the cost of having both feet/wings being mapped identically/symmetricaly).
07-04-2003, 01:59 PM
Thanks a lot Terryford, i was afraid of reading an answer like yours but it just confirms what i thaught... The two links you provide will be usefull to me, i will test this uvgen.p !
Thanks again for your time !
01-15-2006, 02:00 PM
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