View Full Version : Question-> Bodypaint uv-mesh.
c4dportal 07-09-2003, 03:06 PM Now that I've learned and nearly finished learning what is to know about modelling I'm moving on to the next stage in my list which is texturing with BP.
I'm about to texture a jacket for a model of mine (basically I want to paint some folds in the displacement channel).
I followed the tutorials that came with BP, but I'm having a starters problem creating a nice and flat uv mesh.
http://129.125.101.174/dark%20project/uploads/B67A5_bp01.jpg
The screenshot above has been taken from the uv mesh that comes with the BP tutorial. They didn't explain however how they created this nice rolled out uv mesh.
I did follow a tutorial on creating an uv mesh for a cube, but it was required to create each uv physically. I was wondering if there is an easy way around this sinse it takes much time for a complicated model?
Thanks in advance.
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LucentDreams
07-09-2003, 03:23 PM
why follow a tutorial on UVing a cube???
Erm Anyways, I'd look for a few tuorials, not necessarily BP specific for one thing.
To get a mesh rolled out like that I'd try using interactive mapping, map it with cylinder projection, then turn of interactive mapping.
c4dportal
07-09-2003, 03:29 PM
Because it's in the manual :) I like reading through it and do the tuts presented because you never know what you might miss if you don't follow the steps.
Anyways..on more detail about the uvw mesh showed here is that it's uvw projection, not cylinder projection.
I only know one tutorial about uv mapping and it's in german. The other one is mapping a donkey with cylinder projection, but I would much rather like to know how they did it with the BP Example (texturing a face).
AdamT
07-09-2003, 04:22 PM
BP converts other mappings, e.g., cylindrical, to UVW when you bake the UVs. Kai was on target when he suggested interactive mapping. Give this tutorial a looksee: http://www.creativecow.net/articles/labelle_jannis/texturing/index.html
Claudio72
07-09-2003, 04:25 PM
put the material on the obj and delete the UV coordinates tag
choose the right projection according to your needs(if needed move the texture in the vieport to have it at the right comfortable position)
generate the UV coordinates
now you have a good projection, but, if you need to change something, just select the poly(from the 3D obj) you want to remap and use the iteractive map to remap it, when you quit the iteractive mapping, only the polys you have selected are remapped
you have to make some test and exercise, don't try to loose to many time with the poor bp tutorial
c4dportal
07-09-2003, 04:38 PM
Originally posted by Claudio72
put the material on the obj and delete the UV coordinates tag
choose the right projection according to your needs(if needed move the texture in the vieport to have it at the right comfortable position)
generate the UV coordinates
now you have a good projection, but, if you need to change something, just select the poly(from the 3D obj) you want to remap and use the iteractive map to remap it, when you quit the iteractive mapping, only the polys you have selected are remapped
From what I've seen so far it's impossible to create a uv tag for the uvw projection method?
However I will try out the suggestions given here. Thanks all :thumbsup:
LucentDreams
07-09-2003, 04:42 PM
that specific one uses cylindrical which was then further modifide to prevent the streching in certain areas.
Claudio72
07-09-2003, 04:42 PM
no, it is possible to generate the UV from a spherical mapping
In the Objects window, >Texture>Generate UV Coordinates
c4dportal
07-09-2003, 04:49 PM
Originally posted by Kaiskai
that specific one uses cylindrical which was then further modifide to prevent the streching in certain areas.
Seen that and it makes things confusing none the less, sinse the BP head example does use uvw projection and it's possible to paint directly on the back of the head as well in the tutorial file given with the documentation of BP.
How did they ever come to the point where they used uvw mapping again? Or is it the same method used in the tutorial given by Adam?
The tutorial on texturing a head only shows a portion of the uv mesh that is needed to cover the whole face. A coat would give problems, or do I have to split it into several uv meshes?
LucentDreams
07-09-2003, 05:03 PM
did you read my first post at all?
Apply the material for it should automatically be applied as UVW. make a tecture in any channel for that material, lets say colour. now activate the UV mode in the texture window select all the UV polys, and the use Start interactive mapping to change into interactive mapping mode, apply the interactive map as cylindrical, tadjust itsposition as needed, then Stop interactive mapping. Now its a cylindrical projection that is in fact a UV, now you can further adjust the UV.
c4dportal
07-09-2003, 05:31 PM
Kaskai, yes I did read your post and I understand the method explained.
It's just a misunderstanding here. After applying interactive mapping you say the projection is turned into cylindrical projection that is in fact uv. All fine and well of course.
I just tried to understand how come the projection method of the finished material in the BP example is uvw projection, while your method seems to produce cylindrical projection no matter what projection type you used in the beginning when you applied the texture for the first time (although you can chose flat projection as well).
I must be missing something simple here and will experiment to confirm the issue I explained.
Some patience is needed with BP noobs :)
LucentDreams
07-09-2003, 06:14 PM
hehe a lot of patience I guess. Okay if you follow my method it will no longer be a cylindrical projection, it will be a UVW.
If in the interactive mapping stage you chose cube, then stopped interactive mapping, your UVW map would be inact the same as cube mapping. The idea is to use that as the starting point, then further adjust the UV to fix areas that may be distorting.
THe onw in the image shown is no different then what you would get if you follow my instruction, save for the fact the artist then went in and adjusted the polies that make up the back of the head.
your making it more confusing then it needs be.
c4dportal
07-09-2003, 06:29 PM
Okay, thanks for your patience and expertise :thumbsup:
I'm sure this will get me started.
artemesia66
07-09-2003, 09:54 PM
the best tutorial i found for uv unwrapping in bp is on the maxon site in support/tutorials/tips and techniques.
do interactive mapping 1 and 2 first and fixing seams last.
it makes alot more sense than the dumb cube tut in the manual.
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