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View Full Version : WEIRD head uvw unwrap problem!!plz help!need it done for compo


ivo D
07-31-2003, 10:50 PM
http://lightning3d.250free.com/pictures/cgtalk-uitleg.jpg

i have a unwrap problem!!big one!!,cand cant fix it..

i followed this explanation

http://www.threedy.com/showthread.php?s=&threadid=3551&highlight=mapping


on the image link i attached to, you can see what i have done a little

now i got my model added a edit mesh above the editable mesh.

to detach the peaces (to element). welded the peaces together(maybe i welded them wrong.. not good shape.?.. im confused..


but i flattend it out.. made the flat mesh id 20.. also in the edit mesh..made my head part id 20.

i added a planer uvw to the flattend mesh, texportet it.

and set of the light bulps..and my body + head mesh.. id 20 poppet back, so i added the texporter texture to the head (id 20 ,the selection in the picture)

now what have i done wrong? i have put a cylinder mapping to my head model to,but that didnt help either..

what did i do wrong? , or can someone explain the steps better..

does it for example metter, how you lay out your mesh.. did i do that right.. ? ow man, i want to texture this model :D

EricChadwick
07-31-2003, 11:02 PM
What exactly is the problem? Your post rambles on quite a bit.

The uv method of "detaching elements, flatening them out, UVing them, then morphing back to your original shape" is really an old way of doing things. It's slow and prone to error.

I would suggest using HyPer's tutorial, then elaborating from there to suit your own style.
http://www.planetquake.com/polycount/cottages/pixelated/tut02.shtml

noon
07-31-2003, 11:17 PM
I'm not sure i understand but anyway your mapping doesn't seems right for the head. And you'll have a lot of problem to paint the texture.
You should :
- detach the head of the mesh
- select the head
- use the uvwmap modifier and select a cylindar mapping
- set the cylindar to fit the head
(you can collapse your stack)
- add an unwrap modifier
- edit the UV they don't overlap each other
(you can collapse your stack)

Now you a head as an editable mesh (or ploy) unwrapped.
- select all the faces in the mesh and set the id of those faces to 42 for example.

You can reattach the face to the body and weld it.

ivo D
08-01-2003, 12:20 AM
cool ut.. ive tried it..


i used a fddbox.. with just to point to deform the middle of the head..to make it little flattend out..so the side view was better..

but now i have that one map.. so i duplicate that side..

and than... i can use a cylindrekel..to put it on..? caus do i have to make to pieces of a side.. and weld them together in edit unwrap? or.. ?

ivo D
08-01-2003, 12:35 AM
hhmm.. the part around the eye.. aint vissable well.. dont know if its such a good idear that planner mapping.or is there a trick ?

caus i want a nice bitmap to paint on.. and a good result.. not that i cant really paint thing along the eye line etc

ivo D
08-01-2003, 01:12 PM
im just doing a cylinder mapping now.. of half of the face.. so i can duplicate it and weld it together..

think that must work..


but.. how do i get the uvw on the whole model.. and now i have half of an uv mapping,..

could someone give the steps?

weld model first?and than looki n the unwrap modi and it s oke or..?

ivo D
08-01-2003, 01:19 PM
this is how it look now.. good enough?.. going to do the top of the head now..

than i need to know how to get it to a good uv for the whole head :(

EricChadwick
08-01-2003, 02:41 PM
You've probably seen this, but Chris Kniffen has a good UV layout.
http://www.kniffen.ca/index.php?target=tutorials/texture/UV1.php

I can't tell what's up with the ears in your last image. Looks like too much texture resolution or too little.

ivo D
08-01-2003, 03:00 PM
i only made the ears each 2 id's front and back,going to planner dose.. front and back but no uv was on it..


i know that tut yes.. think i am going to use it to..

but should i detach the vertexes on the back of the had..or just let uvw unwrap.. detach my head automaticly?

ivo D
08-01-2003, 03:06 PM
ow im getting all freaky..

i maybe have and idear..

i just throw away everyting accept the thing im going to map now the head ,ill just weld it back on the body later.

so i have my head, and will put a cylinder map on it,, clone the head for later, than put on the other head the unwrap uvw's.

now i get my layed out uvw , but both sides are kindah the same..

could i just do one side tweaked,, and delete the other side at the end when im done.. than copy the other one and mirror it in the unwrap modifer? is that possible?

mouj
08-01-2003, 03:11 PM
Hey there, maybe you can try a method described here (http://ambient-whisper.cgcommunity.com/Tutorials/facial/Page-4.html) by Martin Krol; works nice, you can detach to elements the different parts of your mesh to avoid having to manage a seam.

mouj

EricChadwick
08-01-2003, 03:28 PM
If you want to unwrap half the head (good idea IMO), then delete half the head, add a UVW Map modifier (cylinder), add a UVW Unwrap modifier (tweak), add a Symmetry modifier (mirror model, don't weld), add a UVW Unwrap modifier (select one side, mirror it, move it, weld it), then collapse the stack.

Dave Black
08-01-2003, 03:45 PM
See? Just like I told you in PM. Posm is indeed the man.

Might want to remember to make the 2 halves have different Ids, so you can select them easy in UVWunwrap, as they would probably be co-positional.

-3DZ

:D

EricChadwick
08-01-2003, 03:51 PM
Thanks 3DZealot.

Don't need IDs, just check Select Element, then click&move/mirror.

Dave Black
08-01-2003, 03:56 PM
Or, conversly, you could just do what posm says all the time, seeing as that he's right all the time.

:blush:

-3DZ

:D

ivo D
08-01-2003, 04:23 PM
i have chosen to relax the nose.. and the mouth area.. + the eye sockets.

that is allways the most tweakin so i thought lets do that..

than just unwrap.. and look on the clone how it looks every once in a while..

than i just have to tweak the neck.. and the top of the head..



one stupid quistion.., the top of the head is a mess like always

so i want to do a planer on that.. but than i select those faces.. give it another id? and put a planner uvw on them..

but than.. max choses the top on the stack..so the planner map to planner the stuff. and how do i get these both in the unwrap modifier, when i put that on top.. or is it enoigh when its on top?


caus i just get my head not that planner part..dont see it

Facial Deluxe
08-04-2003, 12:31 PM
After receiving your mail, I posted you some uv sample here (not Max, sorry) :
http://www.cgtalk.com/showthread.php?s=&threadid=65789
Hope it helps anyway,
Cheers,

Facial.

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