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Jonathan
08-19-2003, 04:03 PM
One of the biggest challenges to 3D character design is the much neglected skill of UVmapping. For most beginners, the word UVmap means, instant confusion because unlike modelling and animation which can be often be instinctive and far more artistic, UVmapping is a skilled practice that has little reference to anything but the model itself and while you are trying to take a complex organic 3D mesh such as a human and make it flat or into a shape where all of the faces are acessible to a 2D scheme, it proves to be challenging to say the least.

Well of late, users have been ingenuitous enough to figure out work-arounds to the problem that has plagued texture mappers for years. Sure there are many tools on the market such as Unwrap, UVmapper, DeepUV etc. but I'm going to show you a cost effective way to do it in my chosen program Lightwave 3D 7.5

Lightwave 3D is an excellent program for creating UVmaps as it defies convention with the usage of endomorphs to warp the geometry while preserving the original shape of the mesh. Many of you have seen these example on sites such as www.menithings.com and croateam serious sam tutorials. This method is slightly different yet nontheless effective.

For this tutorial I am using a model I just created, a dark centaur. Pretty cool huh?
http://www.btinternet.com/~jonathan.west3/images/UVmapping/centaur1.jpg

You can look at this mesh from the go and tell that it's not going to accept the usual planar maps, cylindrical will not work, spherical will simply create a mess, and atlas is not applicable unless you have a projection paint system, which is also not an exacting solution as reversion remains a problem with the projection paint system. So here's what we are going to do:

1st. I want to keep my body surface the same. Althought I'll be using deep paint 3D to paint to the mesh, I prefer to keep the number of surfaces I have as small as possible. Therefore what I have are hoofs, skin, and horns. Because of this, I now have 3 groups of polygons already made.

2nd. It is a good idea to group vertices and polygons. This is good for later down the line when creating weights and endomorphs. It is not really a necessary step however it does help to organize polygons within the same surface.

http://www.btinternet.com/~jonathan.west3/images/UVmapping/centaur2.jpg

For this tutorial, I create several groups. Face, head, torso, body, legs and hands, back, ecetera. Now when I select the group of polygons I modify them without having to deal with so many surfaces.

Now we create our new endomorph. I named it CentaurUV.

Next I select my torso group. Some would say that I should have unwelded my polys, this however creates confusion. Instead, cut the torso group away and paste it in a free layer. This will preserve symetry allowing you to edit both sides at the same time. Do the same thing for all of your groups.

http://www.btinternet.com/~jonathan.west3/images/UVmapping/centaur3.jpg

Tip: If you have problems with symetry, you can also delete have of the section, edit 1 side and mirror. It will work also so long as the number of polys are congrunent with the base morph.

http://www.btinternet.com/~jonathan.west3/images/UVmapping/centaur4.jpg

Next using the stretch tools, flatten all of your groups so that they look like a 2 dimensional plane. This will allow you to see if all of the polys are facing the desired direction more clearly. I chose to face them in -Z direction for an orthographic view for planar mapping.Arrange the groups around in their individual layers so that they are not overlapping then paste them all back in the layer you began with.

http://www.btinternet.com/~jonathan.west3/images/UVmapping/centaur6.jpg

Create a planar map using the direction that your polys are facing. For me it was Planar Z. In the end this is what I have, and nice clean UVmap that looks as clean as the mesh.

Now I go back to your base morph. Notice that the groups are not connected anymore. You have vertices that are now unwelded from your mesh. This is VERY IMPORTANT. if you are satisfied with your UVmap, DELETE THE ENDOMORPH 1ST! I cannot stress this enough. DELETE the ENDOMORPH 1ST. Don't clear it, but delete it. For me, it would be the centaurUV endomorph. Now merge your points which should weld like vertices. WALA, your map done and your shape is preserved, all of your faces are facing a distinct direction making painting easier.

http://www.btinternet.com/~jonathan.west3/images/UVmapping/centaur7.jpg

You probably notice seams in the UVmap. This is a normal and generally unavoidable product of UVmapping. As I use deep paint 3D, I simply projection paint over the seams and move on. If you don't have a projection paint systems, you can now easily move the points on your UV grid as they are now arraged in a true orthographic view. No cloning neccessary, no and extra surfaces needed, gosh I love this stuff!

Have Fun! :)

P.S. experienced mappers, if you noticed any mistakes in my tutorial review, let me know and I'll update the post.

richcz3
08-20-2003, 12:00 AM
UV's are such an enigma. Every model appears to be a different beast to contend with. I am sure your explanation is a sound one, but I generaly start to get dense at the mention of those two letters....UV.

I guess I am realy fortunate to have a mesh painter (Body Paint)that can do Projection painting. Even with that, one needs to tweak the UVs to clean errors.

Your efforts are appreciated even though my mind goes numb :shrug:

richcz3

roguenroll
08-20-2003, 07:59 AM
pics seem to be down, i;ll check later.


ok its working
:thumbsup:

Triple G
08-20-2003, 07:03 PM
Thanks for that, Jonathan. It's always nice to see how others do things. :thumbsup:

BlueCougar
08-20-2003, 08:00 PM
Good quick description. I've used the same technique in the past. I used it on the LOTR character I had for a snake element that wound around a weapon in order to flatten it out to texture it in a sane way. Good work!

Kenn

Jonathan
08-20-2003, 09:19 PM
Thanx folks. :)

sp1re
08-27-2003, 10:14 AM
I've been struggling for over 2 years now with UVs, having to use awkward combiations of spherical, cylindrical and atlas mapping...

This method looks like the answer to all of my problems!!!

one thing I still don't follow however, is how to apply the final texture, when there is no UV map...
i.e, in surface editor, when selecting UV as mode of 'projection', how do you then select a MORPH map instead of a TEXTURE map?


Appreciate any help that can be offered :)

- spire

Jonathan
08-27-2003, 12:58 PM
AAHHH confusion. Many people get this part crossed up.

The process is this:

1. Create the Endomorph map with all of your faces perpendicular to the Z axis.

2. make a planar projection Z UVmap of the Endomorph.

3. Delete the Endomorph and then weld points.

What you are left with is the original mesh and a nice flat orthographic UVmap.

Take that UVmap and apply to your surfaces and paint over it if you use a paint program like deep paint 3d or body paint 3d. Just remember that in deep paint, you need an image to start with so I use the numberer boxes image as seen in my review which is mapped up using the orthographic UVmap I created.

If you use a 2D paint program, Take a screen grab of the UVmap you created and paste it into photoshop or paint shop pro and paint over it.

If you use aura, use the aura exporter and you'll get a proxy overlay of your UVmap that you can use as a guide to paint to.

sp1re
08-27-2003, 04:36 PM
thanks for takin the time out to clear that up for me//

now to get to work...!

cheers,
spire

proton
08-27-2003, 05:01 PM
I have a simple method of working with UV maps and you can find a tut on the LightWave site that shows it....UV mapping is a skill just like Modeling, texturing and Animating.......

Jonathan
08-27-2003, 05:51 PM
I remember that one Proton. It was the Simple UVmapping for games tutorial. I read that one when I too was having trouble finding a good way to UVmap. It's very good too. It was the cut and paste idea that got me interested.

I later I started the menithings methods but didn't like the xtra steps of creating clone models and unwelding points. Thus I blended your cut & paste method and the menithings align axis method with the croateam surface method and used grouping instead.

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