View Full Version : Flora Prop: UV Advice Needed

11 November 2007, 01:53 PM
Well it's been awhile since I've opened 3dSM but I got the itch again yesterday and have always wanted to catch up on normal mapping techniques. I made this model but I'm kind of lost as to the best way to go about uv mapping it. Should I UV all the petals seperately or just UV one of each type and clone them in the final model? Also are the vines going to be as tedious as they look or is there a more efficient way to get a good map other then face by face with UV Unwrap? I'm using 3dSM 7 right now so I dont have the luxury of all the sweet new UV Mapping tools in 8.

Also any general crits on the model are welcome. The shaders on the model now are placeholders to get an idea of which direction I want to go with the texture.

Thanks a lot!


11 November 2007, 11:55 PM
Sorry... I don't really have any advise or tips to give... but I just wanted to express my thoughts about this design.

Wow that is awesome... very imaginative and inspirational. I can see the surroundings of this flower... it kind of radiates out. I find it kind of high poly though.. but I think that's just me being used to lower polycounts.

But now I think about it... I think you can easily rotate the petals... but it's a good idea to make 2 different versions.. so it doesn't look that pasted.
And the vines can be done with cylindrical uvw mapping and some small adjustments right?

Hope to have helped... and can't wait to see some textures

11 November 2007, 01:07 AM
Thanks bud,

My inspiration comes from watching a video of the Hero Engine world creation tools. They have a lot of flora models and the artist doing the demo placed this really cool plant and scaled it up so that it was about 7 feet tall. I thought "hey that's tight, I want to do that" and you see the result.

As far as UV mapping goes, I'm having a lot of success with selecting groups of faces and using Max's "Flatten Map" and then sitching together the resulting bits. I'm also using a plugin called "UV Help" which basically acts as an advanced relax uv. It's taking some time but it's not been nearly as frustrating as my prior attempts.

I'd like to bring the model into the Mudbox trial I have after all the UVs are laid out but I'm having trouble getting .obj's I export from Max7 to import into the Mudbox trial. The objects are in but for some reason dont display.

11 November 2007, 04:36 AM
got the uv map done, took awhile but came out pretty well. Will start on the texture in a couple days after I get some collge projects out of the way.

11 November 2007, 07:05 PM
Good stuff! can't say I use any of those uv mapping tools.. and I haven't had any problem with importing/exorting .obj's so I can't help you there.

Is that video free for anyone to see? If so, could you spare a link.. I am very curious to see that... if they make these kind of things.

Once again... looking forward to textures... I'll be staying around!

11 November 2007, 08:06 PM
I have to egree with matman this is a great peace

Would we beable to see the uv map I love to see how you did it?

Ill keep my eye on this

11 November 2007, 08:42 PM
Here's the Hero Engine world building movie:
Link (

I finally got the .obj to work in mudbox - had to disable a few options in the Max exporter.

Here is the uvmap. I'm painting at 1024X1024

11 November 2007, 08:51 PM
Got some work done on the textures, nothing is set - things will change.

Max screen Grab

Max render w/ Bump and Spec

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11 November 2007, 08:51 PM
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