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PhilOsirus
10-01-2003, 03:08 AM
I am modeling a character, but he is only 1064 polys, he is quite simple. The problem is that I have 92 tris, plus the few number of polys, means I have few points to manipulate when I make the UV map, and therefore I get some distortions. It is possible I need to subdivide it once before making the UVs? UVs are giving my a headache...

leigh
10-01-2003, 03:17 AM
Is there any particular reason why you have such a low poly count? If there is no real reason to restrict it, then by all means go ahed and subdivide :)

On a side note, game models usually have around 2500 polys and they can be UV mapped perfectly. So perhaps your count is a little too low :)

Optigon-cg
10-01-2003, 10:29 AM
On a side note, game models usually have around 2500 polys and they can be UV mapped perfectly. So perhaps your count is a little too low

I dunno Leigh, take a look at this thread:

http://www.cgtalk.com/showthread.php?s=&threadid=88390

Somehow this guy managed to perfectly texture a 1300 poly model so well that it looks 4000+. Personally, I've experienced the same problems as Phil "Osirus". When the polycount is low, the mesh tends to bend at sharper angles around arms and such. This causes the map to distort mainly due to the sudden change in perspective. I think I gonna hop over to that thread myself and ask of he'll please post his uvs and texture sheet.

PhilOsirus
10-01-2003, 07:22 PM
When the polycount is low, the mesh tends to bend at sharper angles around arms and such. This causes the map to distort mainly due to the sudden change in perspective.

Exactly what happens to me. I am not making a low poly model actually, and I made a mistake, there is far less than 92 tris (those 92 tris are mostly because of the eyes made of a sphere).

Wanna see the model? Really simple character, and he doesn't need more detail.

http://miriade.ifrance.com/miriade/gallery/images/kingdomhearts.jpg

leigh
10-01-2003, 08:08 PM
Does editing the UV map not help?

Unfortunately I have VERY little experience working with low poly models (I've only done texturing for one game), but the characters I've done were around 1600 polys and I had absolutely no distortion - the UV maps just needed a teeny bit of tweaking.

Naturally UV maps work better with high resolution models (due to the interpolation), but there is no reason why editing them should fix the problem somewhat...

PhilOsirus
10-01-2003, 09:32 PM
Nah, the UV color check I use shows squares going in two different directions, so I pull on one side it screws up the other side and vice-versa. I'll give it another try tonight. It could also be because of a bad mesh, I'm not sure anymore. I have a part of the arm that is maybe 8 polys, and I made a cylindrical UV map on the Y axis, so nothing complex. I unwelded two points so it could be unwrapped properly, but I still get that problem. Plus on some parts of the body, I see that the squares sometimes have a distorted edge, and nothing can fix it.

PhilOsirus
10-02-2003, 06:37 PM
So, no idea if it matters or not. I think it will be more easy to texture the head below than that darn little fish. Argh, once again I can model/texture something detailed, but whatever is simple ends up being impossible.

http://miriade.ifrance.com/miriade/gallery/images/caesar.jpg

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