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Levitateme
07-17-2003, 07:27 AM
I will post PDF files of these turorials sometime midweek. First off thanks to everyone who has PM me and responded to these tutorial threads.

All the images are gone but keep in mind these tutorials are almost a year old, i have learned so much since then and now have gone to video tutorials. i forget what happend to the images, i know i switched servers at some point... video tutorials are better on every level, you get to see everything be done. anyway and i have UV Tutorial Part 01 video on my modeling forum under the tips and tricks section.

Mid week i will post my UV video tutorial part 02 on my modeling forum. i will post on my modeling forum PDF versions of Texturing:Laying out UV part 1 and 2. even though they are old and imo obsolete , doing UV layout in wings3d is the best for UV setups IMO. I will post links to the PDF on cgtalk as well, by 7-28-2004 for sure ill post everything.

In this tutorial, I am going to try and teach people my method of laying out uvs. I think laying out uvs is a art form, I think everyone has there own style, "quote me...." I do think this tutorial can help out people who are getting tired of weird uv problems. Some benefits of having properly laid out uvs are. When painting your brush size shouldn’t jump sizes, from uv edge to uv edge. Plus you should have little to no distortion once you place your textures down.

I am using Maya 5, this tutorial should apply to anyone who uses a 3d program. Hopefully I wont get repetitive on some topics. Well I guess that is all I have to say.

So you see this low polygon game character. Heavens no, don’t fret! These tut will even work on your umpteen polygon characters.

http://home.bresnan.net/%7Ewaveofmutilation/uv/step1.jpg

I use this Image when I am setting up UV’s.

http://home.bresnan.net/%7Ewaveofmutilation/uv/UV.jpg

I use to use a checkered image, but I found this has many more benefits. If you look at the numbers for exp, you can see if there being distorted much easier then a blue checker box. Also the white lines that run through the image, they give you another good reference for finding distortion. You can save this image to your HD, and follow along If you likes.

Levitateme
07-17-2003, 07:28 AM
One main thing I would like to point out is. If your using Maya put your Projection Center X to 0 when applying a projection. I mean this only if your character is facing in the Z direction. I always have my models split right down the middle at center axis. This will alleviate a lot of potential problems. As for Projection Center X, value of 0, this gives a lot less distortion. :)

here is the character, no uv mapping yet...now the work begins...


http://home.bresnan.net/~waveofmutilation/uv/step2.jpg

This is something I do, you can ignore this step if you like. I split up my geometry in pieces “main pieces” this way in the uv editor its very clean and not confusing. If you have construction history on in Maya, you will have all your translations at 0 0 0. So once your done mapping your model, just enter 0 0 0 everything is snapped back to its right position. Then you would just combine, merge vertices. I just find this less of a headache.

http://home.bresnan.net/~waveofmutilation/uv/step3.jpg

Levitateme
07-17-2003, 07:29 AM
Ok I am going to select the faces on this stomach, under Show > Isolate Selected >View selected.
I only see my stomach now. I think a general rule is you want your projections to match the rough shape of your geometry. I used a cylindrical projection for the stomach. “I think I have used spherical projections...never”. That is just me I guess, I think I get to much distortion with them, around the poles I mean, “cats butt””.

http://home.bresnan.net/~waveofmutilation/uv/step4.jpg

You see there is distortion along the spine. That is fine, ill show you how to get rid of this. You just need to move your uvs until the texture looks the same, and matches with the rest of its stomach. Its just a matter of moving uv’s until the distortion is gone. What I do is see the distance of the uvs from the other uvs, guesstimate that, and try to move to the same position. That generally works best.

http://home.bresnan.net/~waveofmutilation/uv/step5.jpg

Earlier I mentioned poles “cat butt” my Aussie friend calls it that. This happened using my cylindrical projection. When I get poles this is what I do.


http://home.bresnan.net/~waveofmutilation/uv/step6.jpg

Levitateme
07-17-2003, 07:30 AM
I selected them faces, instead of spending a lot of time unwrapping them, I put a planar projection on them faces in the Y direction. Scaled the uvs down until the numbers are matching with the rest of the stomach “see its importance now”

http://home.bresnan.net/~waveofmutilation/uv/step7.jpg

Now in Maya I selected the bounding edges. Then I did a move and sew “very handy” I just tweaked the uvs until the numbers matched again. Nothing complicated. I use this same technique for like the top of a persons head for exp.

http://home.bresnan.net/~waveofmutilation/uv/step8.jpg

The tails uvs are very distorted. I put a cylindrical projection on it, set its center x to 0. Then rotated until it was moving along the general slope of the tail. Later I just scaled the uvs to match with the numbers of the stomach. Rule of thumb yes yes. Have matching numbers all along your model.

http://home.bresnan.net/~waveofmutilation/uv/step9.jpg

Levitateme
07-17-2003, 07:31 AM
The head is generally a cylindrical projection. For the Digimon, I will use a planar in the X direction.

http://home.bresnan.net/~waveofmutilation/uv/step10.jpg

There is a little distortion on the edges of the head. Just some tweaking is needed.

http://home.bresnan.net/~waveofmutilation/uv/step11.jpg
For the arms, since they are generally a cylindrical shape, I will use that method of projection.

http://home.bresnan.net/~waveofmutilation/uv/step12.jpg

Levitateme
07-17-2003, 07:32 AM
Now this is a trick I have never seen done before, I would say in general people hate modeling the index, middle, ring, pinky finger separately. If you have just duplicated them fingers why map each one, there is a very fast workaround for this.

http://home.bresnan.net/~waveofmutilation/uv/step13.jpg

I did the projection for the left finger, since I have separated the fingers from the arm, I can just transfer uvs to the other 2 fingers. Wait no cant... The middle finger has different uvs from the other 2. So when you do this make sure you have the same number of uvs. Not a great example...cough... But I did save the time from doing the right finger...so to do this in Maya, just extract the mesh you want to transfer onto another. Then go to Polygons > Transfer > and turn on just the uv options. I did apply this to the Digimon’s toes, worked fine, but now you know when you can do this.

http://home.bresnan.net/~waveofmutilation/uv/step14.jpg

That is a “hopefully” good understanding of some things to do so far. Since this character is not insanely complicated, ill just mention some things here. If you have uvs that are over lapping, you want to move them until you see the distortion go away. In Maya there is RELAX. I tend to not use this. When I do use it, its for untangling uvs that are to much work. I use the World space settings with a Max Iteration of about 100. If you use this tutorial, look at your numbers/checkers, you want them to all be the general same size. Ill get into that further in a minute.

The toes I just did the mapping for one, then transferred uvs. But there is something I want to point out.

http://home.bresnan.net/~waveofmutilation/uv/step15.jpg

Levitateme
07-17-2003, 07:37 AM
This is the uvs for all 3 toes. If you were to paint a texture on this, the texture would transfer to all 3 toes. That can save you some time, but if you are going to generate normal maps later, for exp, you will get a distorted normal map.

http://home.bresnan.net/~waveofmutilation/uv/step16.jpg

To get around this, I leave the uvs how they are, I set up my high res model to get my normal map. I then select a uv on each of the toes, but one. Then I go to select shell, then move the shells out of the 0 to 1 space. I then generate my normal map. No distortion on the normal map. I just move my uvs for my toes back. This can be applied to the fingers as well. But if your character needs different texture for each finger, just move the uv shells.

http://home.bresnan.net/~waveofmutilation/uv/step17.jpg

Now lets say you have all your uvs laid out. If you separated your geometry, now set all transformations back to 0 0 0. Then combine and merge vertices on a very low number. Before I do this, I select all my geometry and make sure that noting is overlapping in the uv editor. The head over the hands uvs’ for exp. Now that your back to the original shape, if you do have some uv shells overlapping , select a single uv then go to select shell and move it.

Now I go to polygon layout and select all my uvs with these options below. Now all my uvs are in the 0 to 1 space, ready to start texturing. If you have a ton of little faces all over the place, that is because some of your uvs are not merged, you can toggle on uv borders in Maya, then make sure everything is right. If not just select them uv’s that are not working and merge. Then layout your uvs.

http://home.bresnan.net/~waveofmutilation/uv/step18.jpg

Levitateme
07-17-2003, 07:39 AM
All my uvs are in the 0 to 1 space.

http://home.bresnan.net/~waveofmutilation/uv/step19.jpg

For my final step i select all my uvs in my 0 to 1 space and scale them up. This way my numbers are very small, I can see distortions much easier. This is a last step, then i undo to get back to 0 to 1. So in finishing up, remember to have your numbers/checkers matching the overall size throughout your model. Make sure to have all your uvs in the 0 to 1 space.

http://home.bresnan.net/~waveofmutilation/uv/step20.jpg

Sorry this is geared towards Maya users with the definitions. I am hoping this can help out users of other programs as well. After writing this tutorial I realized I just covered the simple stuff. I didn’t get into overlapping uvs, untangling uvs, things like that. If I get any replies to that, I wouldn’t mind doing a quick tutorial to add onto this. But that is my method, I use it for all my models, so hopefully this should be able to help out some people out there.

Ciao.

vg1
07-20-2003, 08:09 PM
Just wanted to thank you for posting this tutorial. It is definitely easy to understand. I have been having problems with distortions on my characters mesh and have tried a variety of methods to map its UV's with no progress. I believe I have struck gold with the method you have just shown.

Thank you once again,

vg1:thumbsup:

Levitateme
07-20-2003, 09:04 PM
thanks vg, the actual 4 people who have viewd this have sent me emails saying this worked great for them . i think because its such a low poly character people stray away from it. well im working on some half life 2 models right now, so i should maybe show a update of like texuring a character/monster here.

leigh
07-20-2003, 09:30 PM
Excellent tut, thanks a lot for the effort :thumbsup: I'll plug it on the front page.
It's great to see more and more people contributing to this community - and this is your second tut this week! Thanks a lot, Levitateme - I am positive that many, many people will appreciate this one :D

Atwooki
07-20-2003, 09:45 PM
Thanks for that, Levitateme!

Lots of time-saving and useful information there.... :cool:

Atwooki

FloydBishop
07-20-2003, 09:46 PM
Very nice tutorial. I think this could be one of the most underdocumented and mysterious parts of CG right now.

Cyborg Corp.
07-20-2003, 09:50 PM
You're my hero! I want to have your baby, mate! This was REALLY helpful for me :buttrock: :beer:

Tuqui-tuqui
07-20-2003, 10:04 PM
Awesome Levitateme :buttrock: Thanks for showing us (or me at least) to properly lay out those "annoying" little UVs. And congrats on the plug.

eYadNesS
07-20-2003, 10:06 PM
Woww thanks very much for this tutorial...

G-Prime
07-20-2003, 10:15 PM
I love your tutorial dude ! its the most helpful tuts ive seen here on cgtalk...you should make a book of it !

PS: i love your 3D "Agumon" too.

http://www.toei-anim.co.jp/tv/dejimon/picture/chara/AGUMON.jpg

Mazaa
07-20-2003, 10:34 PM
:buttrock: Thanx!!! You fixed my cylinder mapping prob!!!!

Neox
07-20-2003, 10:37 PM
yes really good, but are you working in production with that map? i would go crazy when i had to work with that colorful map the whole day.
ok i'm still crazy because i sometimes have to unwrap the whole day but i don't have to use that hard contrasts in my map :D

nice work man, pretty cklean but try to arrange the pices better for getting more of your uvspace :thumbsup:

Schwinnz
07-20-2003, 10:40 PM
Thanks for the checkered texture with numbers, it's an awesome tip !!!

Lance22
07-20-2003, 11:07 PM
Thanks for the tutorial it came accross really clear. Please feel free to add more, im sure everyone would like to see and could benefit from your advanced uv mapping ways.. and dont forget to share with us your half life 2 models.:thumbsup:

That Adrian Guy
07-20-2003, 11:11 PM
Excellent that you would write this for the community.

Thanks, bro!

DaKrunch
07-20-2003, 11:16 PM
great tut of great help!

tnx!

Cyborgguineapig
07-20-2003, 11:17 PM
See people like this deserve something more than just being plugged because they are actually giving something to the community. Just yesterday I was getting the poles problem in cylindrical mapping and this tutorial helps very much to fix that.:thumbsup: :applause:

MikeRhone
07-21-2003, 12:02 AM
Without a doubt the best UV mapping for maya tutorial out there. You can tell a LOT of work went into writing this, kudos to you...>!


Mike R

Ultragames
07-21-2003, 12:27 AM
I cant figure out how to seperate the some UVs from the others...

Levitateme
07-21-2003, 01:08 AM
hi ultragamers,

what do you mean exactly? ill try to describe what i did, i just a little confused on what you mean.

Gprime

argomon, neat.
i found this digimon in my neighbors driveway, so i modeled it. i never knew the name. i just took pics of it with my camera to model ...hehe thanks for the name.

I am going to do a half life 2 model tonight, if i can get it all modeled tonight, i will do the uv layouts for it. HENCE! it will be a character with actual detail, this digimon was to simple. so ill update this uv thread with a more indepth way of applying uv layout. cause i just cant see people taking this way serious, so ill try and get it all done tonight.

THANKS LEIGH!

iBlue
07-21-2003, 01:17 AM
just... awesome. :)

fnselmi
07-21-2003, 01:30 AM
Thanx alot for the tut its a great help!!!!!!!!

Levitateme
07-21-2003, 01:47 AM
OI! if anyone has anything that i should add in my update, please tell me before i do the whole thing. casue im for sure im going to miss something. i have not even started modeling yet. but when i do, ill start the UV. so if anyone is interested in something, i may know how and i could explain.

ionanism
07-21-2003, 02:04 AM
Hey your tutorial was great, but I use max, it was still helpful though.

I would really like to know how to make seamless UVW Unwrapping, how to overlap UVs and all the goes in to making a seamless UVW map. That would be great.

Keep up the good work.

Levitateme
07-21-2003, 02:13 AM
seamless how?

do you mean texturing wise? like you paint on a uv shell of the forearm onto the uv shell of the wrist? hence no seams? is that waht you mean. cause there is a very very simple way in maya. i havent used 3ds in over 2 years. so i would not know were to begin on explaining how to do that. is that what you mean though?

xasteycracker
07-21-2003, 02:24 AM
thanks a lot man now i can make better uv maps in lightwave w00t.

Robato
07-21-2003, 02:30 AM
Levitateme,

Do you realize how much you rock for putting up 3 tutorials? I love you and I dont even know you.


thanks for all the useful information man!

ionanism
07-21-2003, 02:35 AM
Yup, I’m talking about texturing.

Yeah I guess that’s what I mean, ( don’t know about painting on UVs shell stuff) I really don’t know the proper technique for doing that, I have my own weird way if doing it (making seamless maps) it but I’m sure there is a better way.

I usually just use the clone stamp brush in Photoshop to make the seam of where the UVs come together the same on both sides. Which works some times, and other times there is still a seam. I’ve heard people say to overlap the UVs then use a blend map to over lap the UV seam somehow, but don’t know how I’ve tried some things along those lines but I still get a seam in some cases.

I suppose that’s what I’m Talking about… It would be cool to have that in a tutorial, but maybe that was more than you were planning on talking about doing in you’re next tutorial, If it is then don’t worry about it.

The general technique for doing it is all I’m looking for I don’t expect you to make a tutorial for max if you use it.

I and people like me appreciate you and people like you who choose to take time out of there day to make tutorials, they really help a lot of people out there… thanks.

Stygian
07-21-2003, 05:09 AM
I'm a max user but I think we all have the same problems. You might want to go over how you untangle the UV's and layout some of the more complex shapes for good texturing :thumbsup: good tut. :beer:

altermind
07-21-2003, 05:40 AM
dang... that is one usefull tute :)

thanks man.... been needing something like this ;)

BRUTICUS
07-21-2003, 05:48 AM
thanks for posting this tutorial always great to see how others work with their UVs cause it can be quite a nightmare.
Someone really needs to make a Biped Mapping Object Plugin so we dont have to play with Cylindrical mapping objects anymore.

chrisdejoya
07-21-2003, 06:42 AM
Hey Levitate, just a minor gripe:

the images you used for the tutorial could use a little compression. i use a 56k modem, and it's taken me forever to download.

great work, I especially like the 'planar patch' technique. don't worry about the terminologies. I'm a max 5 user and they carry across great.

Biped
07-21-2003, 07:30 AM
Great work !!! very helpful :thumbsup:

Levitateme
07-21-2003, 07:37 AM
hi snow>
i didnt compress because i wanted all the detail to be clear.


ionanism>
i know what you mean. the only way i know how is using maya.
the way i do it is like this:
i use a clone brush in maya, "maya does projection painting. so i just clone near the edge with a brush that has a nice fall off. i can get rid of all my seams in about 5-10 minutes. i dont know how in 3ds . i have asked like 4 pros out there how they do it just using photoshop. no one has replied. i mean if i knew a perfect way in Photoshop i of course would try to share.

im going to start modeling this character, then ill try and update this uv/Normal map tutorial tomorrow. i just have to get the model done, the rest is cake.

rasmusW
07-21-2003, 07:37 AM
hey levitateme...!

thanks a LOT. this unwrapping can be quite hard some times...
haven't got the time to read it yet, but it sure looks like a good tut:thumbsup:

Troub
07-21-2003, 09:02 AM
Thanks sooo much...great tut!:beer:
can't wait to see the update.

FabioMSilva
07-21-2003, 09:14 AM
aint that a Digimon? dunno whats his name tought:rolleyes:

FabioMSilva
07-21-2003, 09:16 AM
yup it is... Great tut Chief! :beer: :thumbsup: :D

Oglok
07-21-2003, 10:07 AM
Thank you very much

I'm beginning with maya, and i'll soon have to paint some models.
I hope i'll manage to do it with your tut.


Bye

box1126
07-21-2003, 11:15 AM
thanks:buttrock: :buttrock: :buttrock:

HapZungLam
07-21-2003, 02:40 PM
I love your way of making. One thing that i will change is to match the UV in different sections. So that it'll match the texture seemlessly. I should start my own tutorial on that.

spm
07-21-2003, 03:24 PM
ok, the next tutorial will be on how to mask those nasty seams you get with different techniques ;)

Stepunk
07-21-2003, 03:51 PM
Great work!

I love you! :P

ZVAN
07-21-2003, 06:15 PM
WoW levitateme... welldone on the tutorial.. im poor in uv tex.. this helps me lots..:thumbsup:

Barbas
07-21-2003, 08:11 PM
Great, just great ! :applause: Really helped me with some of my won uv problems.

About that Half-Lief 2 model do you do just for fun or you work in Valve?

Levitateme
07-21-2003, 08:17 PM
hi barbas,

no i work for a studio in london. this is a MOD my friend asked if i would join them. i only am becasue they genuinley have some incredible incredible artists doing some designs. one of the artists is suppose to email me some reference pics to model from today. if he does ill update this tutorial.

Barbas
07-21-2003, 08:25 PM
Which mod would that be then?
I'm the the Chaotic Dreams mod for UT2003(Chaos UT2:Evolution)

Levitateme
07-21-2003, 08:42 PM
i honestly dont know. i didnt even know what a MOD was until they told me. they just said they wanted me to do there models, and i liked all there designs so much said i would.

Matthew Moran
07-23-2003, 12:50 AM
This is a sweet tut. The numbers really DO make it a hell of alot easier than the blue checkerboard, and I cant agree with you more about the inside finger projections. Thanks for the help man

Grooveholmes
07-23-2003, 03:27 AM
http://www.kabal.net/images/Leon.gif

crystalware
07-23-2003, 06:30 PM
Great tutorial - any chance of a link to the model you used.

jb

sauyat
07-23-2003, 08:53 PM
Thanks for this lovely tutorial that saved me life.

:wavey:

Lerr
07-23-2003, 09:31 PM
Very nice tutorial! :thumbsup:
Thanks for putting in the time and effort on this.

jdluz
07-23-2003, 09:36 PM
way cool, it works fine :eek:

Levitateme
07-24-2003, 02:15 AM
sorry i have been putting the update off. its the people im working with on this half life 2 mod. they are still getting the story down, so i wanted to model something of theres. i guess its going to be a while. ill model my character tonight then. ill post update either tomorrow or tonight.

Here is that Digimon model with all its Uvs layed out. its a .OBJ file, i figured everyone can import that.

Digimonlow.obj (http://home.bresnan.net/~waveofmutilation/uv/digimonlow.rar)

crystalware
07-25-2003, 04:44 PM
Thanks for posting the model. Loads and works fine. Must use newer version of rar though. Good luck with your future work.


jb

Levitateme
07-25-2003, 11:45 PM
well if anyone is here, i started working on my character last night ,i am going to finish him tonight. so if anyonehas any uv questions they should post that way i can add to the tutorial update.

Troub
07-26-2003, 07:26 AM
well, i'm here, hehe. but i think many others too :beer:

don't have any special questions, but i think to help most of the 3ders here, from beginners to advanced, it would be most helpfull to do it as detailed as possible, for dump people like me:rolleyes:

i think good uvs is one of the most mysterious things in 3d, at least to me it is.
i can't wait to see your tut.
thank you so much for sharing your knowledge with the community and keep up the good work.

thumbs up

frumpy_bunyin
07-27-2003, 12:00 PM
Are you sure your Aussie friend is really an Aussie? If your friend was a true blue, dinky-di Aussie and what not, have said "cats arse" :)

FB

Nice tute BTW.

Inktvlek
07-27-2003, 07:54 PM
Originally posted by Levitateme
This is something I do, you can ignore this step if you like. I split up my geometry in pieces “main pieces” this way in the uv editor its very clean and not confusing. If you have construction history on in Maya, you will have all your translations at 0 0 0. So once your done mapping your model, just enter 0 0 0 everything is snapped back to its right position. Then you would just combine, merge vertices. I just find this less of a headache.

Can you explain what the advantages of this are? Isn't it easier to make 'Quick Select Sets'? For more complicated models it's gonna be quite a headache aswell when you have to extract and merge the separate parts... Just a thought. If there's another reason you take the pieces apart, please tell me!

other than that, very very good!!! This helped me a lot!!!

Levitateme
07-27-2003, 08:38 PM
hi MRkite.
i detach because 1. i just click on the object and its in my UV window. i dont have to go to the menus and find what im looking for. also, if you have it frozen before you move the parts around, when your done just enter 0 for the translations. its back to the exact same spot. i havent read what i wrote for a while, but im sure imentioned the uv editor is nice and clean this way. its not all one object. i dont have to find certain pieces of my uv shells. cause its already in parts. that explain?

AC_Shrike
08-12-2003, 04:50 AM
Thanks Lev,
Nice tutorial. Two things I'd like to mention though. The RelaxUVs tool is tremendously helpful, which I don't see you using much. The other thing is that you could make much better use of the dead space in your final uv layout. A better arrangement would allow for larger, more detailed textures. Its just time consuming is all, and I know that the time necessary isnt always available. The boss usually gives me time to optimise as best I can, though. It pays in the long run.

Overall, an excellent tutorial. I and this community are thankful for you sharing your expertise.:beer:

NelsonInomvan
09-27-2003, 11:31 PM
:eek: this is what i call a usefull piece of information. Just great. This one will definetly find place in my favorite tutorials


ok i took the freedom to download your pics and put them into html format here is the url : http://www.freewebs.com/atmos/tut1.zip

It's a zip coz i didn't have the nervers to upload all the files one by one.

btw 10nx leight for showing us this thread. Once again i must confess that you are The Texturing Goddess

Wardile
10-13-2003, 12:12 PM
Thanx for this tut.

BTW, this also helps for 3dsmax, just some dif terms but notin serious.

Do you thinkl this method will work, but instead of detaching the arms, legs... etc... cant you just use a multi-sub object material with each segment of the model with a unique material ID and uvw map.


I Noticed on neilblevins.com that there is a good uvw mapping tutorial.

AC_Shrike
10-13-2003, 12:59 PM
Wardile,
Actually, you can do this in max (4 and up) without having to resort to the multi-subobject material, and here's how.

The first thing to do after collapsing the object to an editable mesh is select your polygons and apply texture right then and there, before the UVW map modifiers are applied. Then immedately move up and add a UVW map modifier, and it will operate only on the polygons that you had selected at the editable mesh level.

When you're done with that set of polygons, collapse the stack, select a new set of polys, apply textures, add UVW modifier and edit it, collapse again, repeat 'til all textures are applied and mapped to the object.

That's how I do it. The drawbacks are that (1) you must map each selection independently, and (2) if you accidentally apply a UVW map modifier to the object without having any polys selected and collapse the stack, all your previous mappings will be replaced with the new mapping.

To get around #1, I usually apply a generic UVW mapping for the object, before any textures are assigned, and collapse that. That mapping usually serves for the majority of the object, and then I assign smaller selections of polys their textures and map them using the method described above.

Please let me know if I've explained this all satisfactorily. :)

Again, that's just my method, and I do not know if it's the best method. It's just what I've gotten used to using.

Wardile
10-14-2003, 07:12 AM
It all makes sense. But there is always a but.

What if you use mesh or poly selsct modifier, select your ploys, add a uvw map modifier ontop of that.

And then just repeat that methos wich i think is excactly the same as your method, but only now you can go back to your uvwmap's where previously you could not do that seeing you collapsed them.

What do you think... will it work ?

AC_Shrike
10-14-2003, 07:18 AM
If I'm not mistaken, Paul Steed, who wrote a book on modeling, texturing and animating characters in max, uses a similar method. Give it a shot, sounds reasonable.:lightbulb

Wardile
10-14-2003, 07:21 AM
Will do as soon as i get off work.

One more quiz... how do you blend the textures between the arm and the body for instance, or any other 2 body parts.

They have there own mapping co-ord but a 3rd map is aplied that blends from arm to chest so the seam where the uvw map's touch is eliminated.

jediwarriorlars
02-21-2004, 02:51 PM
just a question i'm not able to see my textures i've hooked them up i can see them in the renderer but i cant see the in perspective view which is horrible because i cam't layout the uv's any better

gr Lars

Levitateme
02-21-2004, 05:15 PM
what program you using? you need to have your viewport set to texture view first. does that do it?

jediwarriorlars
02-21-2004, 06:14 PM
i'm using Maya 5.01 for mac... i have the viewport set to texture but it only shows a white material (instead of the grey surface that i started with) so there is a change i can see that maya has done something. and the weird thing is, is when i render the view i can see that my texture works. but it doesn't show in the perspective view and the UV texture editor.

PS those are nice tutorials that you made Levitateme

gr Lars

Levitateme
02-21-2004, 08:33 PM
Hi Jedi, send me the scene with the texture if you want ill look at it today and get back to you. just PM and ill give you my AIM,MSN,ICQ

jo3
03-01-2004, 08:41 PM
great tutorial, thank you.

Brio
03-25-2004, 09:58 AM
This is a great tutorial..it seems to work:)...thank once again!
:beer:

D!CK'S
04-04-2004, 06:05 PM
thank you soooo much!!!
:bounce: :bounce: :bounce:

scottsch
06-22-2004, 06:39 PM
Just came to this thread from learning-maya.com...

The pictures are currently down, any chance of getting them back online?

Thanks.

gordon7up
06-25-2004, 09:49 PM
looks like a top tutorial but with the images missing makes it real tough to follow....any chance of getting this sorted?





pleeez

MRAY
06-26-2004, 10:06 PM
Please put those images back up :)

Thanks
-Mray-

Levitateme
06-26-2004, 10:11 PM
I took them down because of a certain moderator on cgtalk...besides they are almost a year old. i have learned so much since then. im goign to do brand new tutorials but no more typing them out, from now on they are going to be video format. you get to learn so much more. i already have a few i made on my website, but no UV ones yet, modeling things. but i will make a huge slew of video tutorials reallys soon, ill go through the entire process of getting good uvs. i am alsosure i will be doing it in wings3d this time. singe its uv tools are amazing.

MRAY
06-26-2004, 10:15 PM
Cool thanks man!!

Whats your site address?

Thanks again,
-Mray-

asphaltcowboy
07-02-2004, 03:02 PM
Great thread lev - read it many times - but come back to it recently to find all the images gone! Any chance of getting them rehosted?

Levitateme
07-02-2004, 09:31 PM
Well i did the tutorial last night. and i did a entire UV mapping of a dog model in did in no joke 25 minutes. here is a link.

So tonight im going to record a video tutorial of how to do this. but i doubt anyone will pay attention to it becuase the BEST uv tools i ever used. in fact they are wings3d uv unwrapping. so im going to show how to do it there, becuase doing uv any other way makes no sense to me. why spend hours and hours wasting away when you can be done in under a hour? i have done so much UVing for mods, personal stuff, i always have a really good idea on how long something will take. i figured 3-4 hrs for this dog. but ill post either tonight. or this weekend, i just have to find something that needs uv'd ...that i wanna UV...

http://www.chemicaldust.com/Snoopy05.jpg

http://www.chemicaldust.com/Snoopy06.jpg

Levitateme
07-04-2004, 04:30 AM
The video is Quicktime format
640x40
23 min long
60-70mb zipped.

I did my tutorial last night. i will upload it to my site, its going to be a .RAR file so have winrar if you are intersted.

here is what i go over....

How to get uv mapping from wings3d "the best/fastest way BY FAR, that i have ever seen" then take into your 3d package 3ds, maya, xsi and go from there. i UV a entire model and the whoel process took about 1 hr 15 min. instead of 3-4 on average for me...The video is some realtime recording as i walk through what im doing, and some of remedial, so its timelapsed. but i had a few people look at it, they were just amazed at how fast and how well the uvs came out using wings3d.

So like i said, if you are intersted PM me and i will send the link the file.

asphaltcowboy
07-04-2004, 09:50 AM
Cheers Levitateme! It's a superb tutorial dude! Great work! :D

asphaltcowboy
07-04-2004, 10:27 AM
Mate, one question: how did you get the Select Shell command to appear in the main Maya viewport - I can only get it by going to the UV Texture Editor, right-clicking and going to Select|Select Shell. You seem to be able to access it with a right-click in the main window!

Levitateme
07-04-2004, 07:45 PM
Hey asphalt, i have a Context Sensitive marking menu. and you have to know a little about mel, not alot at all to get it working, i could send to you, but mine is full of BPT beta commands, so most of it would not work for you. but thats all im doing is shell select, why not make a marking menu with UV commands?

asphaltcowboy
07-04-2004, 08:45 PM
hmm.. cunning ;] I'll look into it. Cheers dude. I was also wondering: when you export from Maya into Wings, what do you use? OBJ? Do you also use that same format to go back into Maya? Are there any special settings we need to activate to get it to take our Wings UV data with it? If anything else comes up, I'll just message you in msn or on here! Thanks :)

GabaGhoul
07-07-2004, 01:34 AM
Levitateme - What is the link to your website? I would love to see your tutorials.

Levitateme
07-26-2004, 11:22 AM
I will post PDF files of these turorials sometime midweek. First off thanks to everyone who has PM me and responded to these tutorial threads.

All the images are gone but keep in mind these tutorials are almost a year old, i have learned so much since then and now have gone to video tutorials. i forget what happend to the images, i know i switched servers at some point... video tutorials are better on every level, you get to see everything be done. anyway and i have UV Tutorial Part 01 video on my modeling forum under the tips and tricks section.

Mid week i will post my UV video tutorial part 02 on my modeling forum. i will post on my modeling forum PDF versions of Texturing:Laying out UV part 1 and 2. even though they are old and imo obsolete , doing UV layout in wings3d is the best for UV setups IMO. I will post links to the PDF on cgtalk as well, by 7-28-2004 for sure ill post everything.

Tabu_Nuf
11-14-2004, 02:12 PM
I cant seem to find any of the tutorials, neiter the movie nor the pdf.. am I stupid? Or is the links just outdated?

lukx
03-16-2005, 07:44 PM
me too...:sad:

Snow Fox
04-07-2005, 11:29 PM
..me too...:shrug:

javierdl
04-27-2005, 05:23 PM
Same here :(

Tripdragon
04-28-2005, 12:35 AM
here to :(

ybleong10
05-04-2005, 11:02 AM
i also wan to see the tut...

IestynRoberts
05-05-2005, 01:10 PM
count me in too.

-Sai-
05-15-2005, 06:32 PM
bump..bump
:scream:

barbapapa
06-04-2005, 12:40 PM
and again bump

djkaneda
06-05-2005, 01:36 AM
sorry to stick with everyone else but it seems as though there aren't any of the links to the pdf's or the movies :sad:

Nichod
08-26-2005, 08:04 AM
hmm. Images don't work. And links don't work. I've noticed a lot of the tutorials that are posted here aren't complete:(

LordHades
09-22-2005, 01:49 AM
Waaa, I am in dire need of your tuts Tim... I'll just register to your forums and find you there, cya then!

XianPalintir
11-05-2005, 03:48 AM
Hey Admins,

Thanks for the effort dedicated to these great tutos, but i have a problem: Images' links don't work....help

Xian...SuEtEr

chrisWhite
11-05-2005, 04:26 PM
Yeah, very few of the tutorials in this forum seem to be up anymore, just browse around the stickies and you'll find lots of dead ends. :sad:

Rickmeister
04-21-2006, 12:11 AM
Same problem here... Is there going to be some new PDF?

cpan
05-05-2006, 06:41 AM
bump bump! :scream:

Meechy
05-31-2006, 08:55 PM
I was wondering the same thing, I just started school for Media Arts and Animation and this site was recomended by a student there. Reading through the post, a lot of the tutorials posted a long time ago don't exist anymore. Is there current members who may have some of these older PDF tutorials and if so would they share or repost them for us new guys?

Thanks for any help

safe05
06-01-2006, 12:56 AM
I'm trying to find these great tutorials as well. I have only found a few to date (found at link below) but sadly this isn't one of them. Well, if anyone has this one, I'd be happy to host it.

http://forums.ego-farms.com

Cheers

roberte
06-01-2006, 05:14 PM
Hi,

I happen to have the Levitateme tutorial with images. It is available here:
http://www.megaupload.com/?d=R0Y8IZIX.

Also, on my site, www.robertellisonimaging.com in the links section I have a huge assortment of links to textures, reference images, sites and nearly anything else anyone might need.

Hope you find them useful.

Robert

Xlars
06-02-2006, 06:56 PM
I happen to have the Levitateme tutorial with images. It is available here:
http://www.megaupload.com/?d=R0Y8IZIX.


Brilliant .. thank you very much Robert.

safe05
06-04-2006, 05:00 PM
Thanks for posting this. I dumped it to a PDF for those interested. Can be found here: Link (http://forums.ego-farms.com/index.php?topic=125)

EfrenStudios
07-02-2006, 04:37 AM
Im on this forum since the yesterday... And I have to say that is the best forum of CG that i have seeing in my life. Thanks for guys like you Levitateme (http://forums.cgsociety.org/member.php?u=32924)...

But... (Im new... sorry for this in my firt post)... I cant see the images...

I was wonder if you could fix this problem...

Thank you very much for the tutorial :)

Xlars
07-02-2006, 10:12 PM
Im on this forum since the yesterday... And I have to say that is the best forum of CG that i have seeing in my life. Thanks for guys like you Levitateme (http://forums.cgsociety.org/member.php?u=32924)...

But... (Im new... sorry for this in my firt post)... I cant see the images...

I was wonder if you could fix this problem...

Thank you very much for the tutorial :)

He EfrenStudios,
Roberte have posted the tutorial (including the images) and safe05 have made pdf version of these. Take a look at the posts from these gentlemen above.
Lars

EfrenStudios
07-03-2006, 12:09 AM
Ohh.. sorry i didnt have seen the previos post.

Good, very good tutorial, and I like the chacther chosen...

Thank you very much :)

FranOnTheEdge
07-21-2006, 02:22 PM
Would anyone know if the Wings3DAutoUV Video mentioned in this thread is available anywhere?

I can't seem to find it.

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