View Full Version : UV Mapping Tutorial links for everyone...

05 May 2002, 11:29 AM
Hey there, I'm scouring the web for links for UV techniques, as loads of people have been asking for them. Unfortunately, most of these are for Lightwave, but I'm sure you can all learn something from reading them...

Menithings: The Freak ( - A really interesting methos for creating custom UV maps

UV Texturing In Lightwave ( Demonstrates the creation of a UV Texture map for a character model for the Serious Sam engine

A Better UV ( A pretty basic tutorial, good for beginners

UV Textures - Some Basics ( Another tut demonstrating the basics

UVmap Layering Without Grief ( How to avoid those annoying ripped edges that happen when layering UVs

UV Mapping for Games ( Step by step thru the UV mapping of one of the world objects used in the Carnivores: Cityscape game

Advanced Guide To UV Mapping ( A great explanation of UV mapping and the tools you use work with in Lightwave

A 12-Step Program For Dealing With Discontinuous Textures ( How to work with discontinous textures

These ones aren't for UV mapping, but they are interesting too...

Texturing 101: Building Textures (

Texturing 102: Gradients & External Parameters ( A very useful explanation of gradients

05 May 2002, 07:55 PM
Great Links Leigh...

Although Im pretty sorted for UVW mapping there are some really good tips in here. Also this is really valuable due to the fact that we just brought a seat of LWave here and its good to have a collection of tuts to help get me started.!

05 May 2002, 09:10 AM
Hey chico I can't remember what app are you using yourself. For dsome reason I thought it was LW. Just curious if your have considered making a turoial on UV mapping. I have learned quite a biut from this months challeng but your stuff is amazing, Leigh may be the texture goddess but You could possibly be the UV god.

05 May 2002, 09:27 AM
Leigh baby,

This is the best UVmap tutorial I ever seen :) help me out and it is also very basic.. this is what u have to do..(bigginners) cutt and paste this link and the click on the logo..wait for the flash intro to finish..then go to the tutorial section then go to the basic box modeling then after that click on that texturing the jet plane.. this part is a flash tutorial and it goes step by step.. well I thought Id help in someway :) hehe good luck!

PS: heres the link again!

05 May 2002, 10:38 PM
Kaiskai, Thanks for those kind words...shall I put it up there above my avatar too..??:bounce:

UV stuff is really painful...but if you persever you can get there...Alot of what I now I owe to some tips from Mark Snoswel (Absolute Charater Tools)(And CGChannel Senior Editor) He gave me a couple of good tips and the rest just came naturally.

I posted this following post on the Discreet Support Forum last week for someone who was loosing faith in max's texturing capabilities.

I do intend on writing a tutorial as there are no really advanced ones out there for Max (Charaters etc) AFAIK. I have a way of doing seam blending with vertex colours that I want to refine first. tHen I will put something together I think.

The way I do this is really dependant on max's Modifier stack...Now I cant remeber how lightwaves history dependace/independace works...but im sure its all kinda relevant.? Feel free to let me know anyway.

MBD101...WOW...youve put alot of work into that tut..Its good too see you doing that.:thumbsup: :thumbsup: :thumbsup:
Only one small suggestion...Is that the last step, you should be able to collapse the mesh (Loose the meshsmooth first) which should bake in the UVWs. It just cleans up the history and makes it a little more stable. BUt great work..Im sure alot of ppl will find this useful.!:bounce:


05 May 2002, 10:41 PM
Topic: AW: What do YOU know about texturing?... (3 of 16)
Conf: Take 5
From: Campbell McGrouther
Date: Tuesday, May 07, 2002 07:27 PM

Hey there Jamie,

Chilliskinner is really any use for something as high res as a head. Its designed more for games and low poly. ANd yes texporter is only for rendering out your ALREADY edited UVWs so that you can have a guide in PShop.

Okay heres a tip that Mark Snoswell taught me (the man is a genius..!). INstead of a taking an object and thinking "how can I get the UVW maps to fit this..?" think this "How can I get this to fit in the UVW maps..?" huh..?

Okay when I figured It out what he meant I had no problem UVWing from then on. Ill explain...

If you have a model of a leg or something and its crooked, you could straighten the leg with a FFD box and get it looking nice and cyclidrical (without changing it too much) and then send a Cyclinder map down the length of the leg. OKay now you have an easy mapp and the leg is screwed right.? No.

Next on the stack you should apply an Unwrap UVW. this captures all the vertex data is its current state. Now if you turn off the UVW Map (UVWmap not Unwrap UVW) and the FFD mod, you get you leg back in its original shape and all the mapping is preserved in the unwrapUVW mod. You can now delete those other mods. Next you do any nessary tweaking in the UVW ed and the fire up textporter and render out a wireframe at the resolution you require and jump into photoshop. Oh and the neat thing is textporter also provides you with an alpha so you can easily grab the wireframe.

"Thanks Cam, But I specificly asked for a Head not a leg.!"

OKay okay, well (I really need to cut down on my caffine intake) take this and apply it to the head. Its already cylidrical so thats cool, but you have a few bits and pieces sticking out ... So one way of fixing this is to instead of appling a FFD Box apply a Relax. Just a little but what it will do is give you a little more mapping area in those areass that jut out like the nose. Do a few more tweaks and then slap on the unwrap.

"what about the ears..?" I was really hoping that wouldnt be asked. Ive never had to do ears before. I would probably tackle them the same way all the faces on the ears, do a relax,apply a planar UVW, Unwrap, now textport it, now in PSHop as you may had to apply some serious relax to it you may be getting a little confused with the wireframe. Hell I get confused with almost all my wireframes. The first thing I always do when I get my images in to PShop is paint on names and things where I think the belong. Then import it back into max and see where the lables fall. Then back to PShop and adjust, then back to max. And so on till I effectively have built a map of my character.
Like so. This way I can accuratly place anything I want where ever I want. In theory.

Other points Id like to make...
When you ar happy with your unwrap UVWs you can collapse to an Epoly (or whatever, thats just what I use) and you have nothing left in you Mod stack. If you need to make any changes then all you need to do is reapply the Unwrap UVW and edit away. Piece of cake =P

Also when trying to sort out how you want your UVW mapping to look, apply a checker map. This is really fast in the viewport and you can tweak your FFD box, Relax or whatever and if you have "so end result" on you can dynamicly see the updated mapping. You can also use this to tweak the final position of the the UVW Map Cylinder (or whatever) and see imediatly if there is any poling. If so you can easily remove it of put it somewhere secret.

Okay thats enough for today. Hope this makes some sorta sense...I have no idea what I just rambled off, its just the way I work and it works soo well for me.

Campbell McGrouther
One Glass Eye Ltd

05 May 2002, 10:55 PM
Like I said, I will write a proper tut in the near future....Just keep naging me ..please

This was sorta written on the if anything doesnt make any sence just email me...Ill try and clarify.

05 May 2002, 01:49 AM
Originally posted by Chico
Like I said, I will write a proper tut in the near future....Just keep naging me ..please

This was sorta written on the if anything doesnt make any sence just email me...Ill try and clarify.

The only thing that doesn't make sense is your spelling of sense. :thumbsup:

Great stuff, I think from now on I will use a smple Chacker map when editing uvs like you do, it really helps in preventing dome of the ditortion.

As for your uyse of the modifier stack to change the model to fit the uv and then go back to normal, I can't do that in XL but XL/bodypaint does have decent workarounds. Just found a new tol in BP I never knew about. Made editing the heads UV so much easier I got it totally finished and just right.

05 May 2002, 01:54 AM
LOL...Im really sorry about that....The worst thing is I know how to spell sense, but for no good reason I always spell it sence..????

PLease excuse my spelling..

05 May 2002, 02:01 AM
ahhh just giving you a hard time. All in good fun hope to see an update from you of a finished pose with some lighting soon. It looks so good right now.

05 May 2002, 02:34 AM

Hes not going to be as finished as Id like by tomorrow...Im workning on him now...It will be a shot from the belly upwards...Little or no background.

Ill make it though:thumbsup:

05 May 2002, 03:04 PM
Chico and Leigh,


05 May 2002, 03:06 PM
OH yeah,
I think this thread should be a sticky, permanently. And Updated with new tutorials.

What do you think Leigh?

05 May 2002, 07:55 AM
I'll make it sticky for a while, and see how well it goes. It's only really viable if more people contribute links, so here goes...

05 May 2002, 11:04 PM
here is a nice Mirai tut.

05 May 2002, 05:00 PM
What an awesome thread. It has been really helpful.

Chico: I cant wait for the tutorial and I really would like to know your trick with vertex colors.

Anyways keep them coming!!!!!:airguitar :bounce: :airguitar :bounce:

05 May 2002, 10:47 PM
Just found this thread. Excellent I'm in bad need of some UV tutorials, especialy with the forest chalange in hand.

06 June 2002, 03:24 AM
There are some great links there, and Leighs tutorial was awesome, thanks leigh.

I have a link here that I hope will help a few people, and there are a lot of other great tuts here for lots of different 3d apps.

This tut will help those of you that have just got into 3d and have modelled something and now have no idea where to go to from here, or for those that want to know more.

I hope this helps somebody out there.

06 June 2002, 01:50 AM
Thanks for the links.... :bounce: :bounce:

06 June 2002, 06:25 PM


paul jaquays started this nice lil thread:

i have more if needed, but that thread started by paul has most of the ones i know...:)

06 June 2002, 07:04 PM
Thanks for all the links everybody! Let's keep them coming....

07 July 2002, 06:33 AM
You know Chico I've seen your post on discreet support board several months ago and I thought I'll go back to it when i need it. It doesn't come up in their search engine anymore. Good thing I found it here. Thanks.

That Joan D'Arc tutorial is OK, too, only it's in French:

07 July 2002, 08:42 AM
:rolleyes: (see here)

07 July 2002, 08:53 AM
I think what you meant to say is See Here ( ;)

07 July 2002, 02:39 AM
A pdf tutorial for max written by Logan Foster and files for it. Deals with combining multiple planar UVW maps:

Very thorough and informative. You can base your own methods on it.

Oh, sorry, this is his website's download page:

08 August 2002, 09:19 AM
The thread might be a little past it now but i thought i'd chime in with some of the techniques I use for game modelling.

The first technique i ever used can be found here (

Its in the theme of changing your model to fit the UV's and involves flattening out your model and then morphing it back.

Since then though i prefer to work solely using edit mesh / UVMap and Unwrap UVW. (using Max here BTW). Though i might be making use of relex for a while to save myself some time.

Basically my workflow goes like this.
Identify Flatish areas or areas that will be easily mapped using standard UVW's (i.e. cylindrical etc.) usually i assign different material ID's to the areas. Typically could be something like Front of arm will be one ID, back of arm will be another... so on and so forth. I assign a multimaterial with different colours BUT also have a map thats to begin with is not visible in the viewport. This map is essentially a checker board pattern BUT its actually coloured with progressive shades left to right and progressive colour Top to bottom. Each sqaure is outline by a strong fat black line. This map is to make sure that the pixel distribution on the map is even and that there's minimal texture stretching. The colour variation is to help you identify how the texture flows across a model, easily identify seams and to easily tell which areas are layed out where. If you also put numbers or text into the pattern it can help you identify when UV's are back to front or upside down too.

Next i go through select an ID, sometimes i'll apply a UVWMap on top or go stright to unwrap UVW. I'll display the checkmap for that ID and start editing the UV's till there's hardly any shearing. Then i'll pick the next area that will share the UVW's on the edge and do the smae thing to that.... then in UnWrap UVW i'll weld the coincident edges together And adjust the edges... Repeat for whole model though i usually collapse the stack back to an edit mesh every time i've finished an ID. One thing i do is to use the area in UnWrap UVW outside the 0,0 to 1,1 borders as a layout area until all the model is UV'ed then begin the process of laying themout in the one square for optimal spacing and making sure that the models pixel usage is evenly scaled.

Once thats done. I would likely collapse it all to one ID and give it a new single material. Then i'd take a screen dump of the UV's or use Texporter to export the UVW's. Then go into Photoshop and start painting.

I will most likely paint a greyscale shading pass first, mainly because i'm not a good enough painter to get colour and shading quickly in one go. Then i add colour and detail layers etc, using adjustment layers to get it all right.

One minor tweak to this technique i've tried recently is to meshsmooth the mesh once it UV'ed, set up a lighting rig (usually faked dome lighting) and bake out a greyscaled image of the lighting. (on some models it save me time of generating the basic body volume shading that i'm after. Its a bit of cheeting but i paint over it so much i dont care, especially when i'm in a massive hurry). I use the Luminaire free plug-in from maxshade ( although max 5 now has it built in.

You can even use this to bake out all your mapping i.e. colour, specular, bump etc but for mot of my stuff its quicker for me to just paint that by hand stright onto the texture rather than paint individual pass maps apply them then bake them out as one... but if you're after something tricky then it'd be the way to go.

Hmmm thats enough of a novel from me for now.... hope some of this helps someone / anyone.


08 August 2002, 11:06 PM
I rushed through making this...

But I made a tutorial on how to setup a basic map for UV layout...
Not really how to pull the UV's... just wanted to show how you can make a map that can be applied into any software.

Had to use my horrid face for it though :)
Let me know whatchoo guys think. (Ill add more detail within a couple weeks)

08 August 2002, 09:02 AM
Hello, I need help to texture this model I've done....

I don't know how to start to mapping. May be some planar map and unwrap....

What do you think... Specially for you leigh. I like so much your texture workshop...


08 August 2002, 09:29 AM
Hmmm.... characters require TONS of work to texture :D
This is because each piece needs to be done seperately (ie. hands, feet, legs, arms, head, torso etc), and it takes a lot of careful planning and execution to get good, workable unwraps for these different parts.

I myself prefer to use unwrapped planar projections more than any other projection, as I find that planar is the easiest to edit and work with, as well as the fact that it gives the most predictable results.

The cool thing about planar unwraps is that you can edit them so that you get absolutely no stretching (this does take a while to edit though, so that you get a perfectly flat template).

In this case, I would recommend dividing your model up into the logical sections such as the front, sides and back of the head, and so on and so forth. Get planar unwraps of each of these projections, and work from there.

Start by dividing the model up into the following sections, and give each of these sections their own surface to begin with:

Snout (Muzzle)
Left Ear
Right Ear
Upper Torso
Lower Torso
Left Arm
Left Hand
Right Arm
Right Hand
Left Leg
Left Foot
Right Leg
Right Foot

This will give you a good starting point from which to start unwrapping. For the legs and arms, cylindrical unwrapping tends to work great, but for the other parts I would tend to stick to planar.
When using planar projections though, you obviously have to further divide these parts into front, back, and (sometimes) sides (Sides can sometimes be avoided by including the side polys in the front and back unwraps, and then just editing the UV so that the sides flatten out along with the rest of the projection).

I personally find that the best place to start texturing a character is either the head or the torso. So just start unwrapping and texturing from there :)

Due to the unusual shapes that you have used in your model, you may have to use slightly different techniques to what are usually employed for unwrapping - for instance, you head would best be unwrapped from the sides, not the front, because of the character's long muzzle.
The ears in this case should also be done seperately from the rest of the head.
The butt could probably be included in the unwrap for the each leg, but you may find that you need to unwrap the entire butt on it's own.
It would probably also be best to keep the upper part of the torse and the lower part of the torso seperate because of their shapes - they might not unwrap together well.

08 August 2002, 09:41 AM
Whou... What a fast answer... :-) I like it...

Thanks.. I'll start mapping tonight. I'll post some things so you can tell me if you want what you think.. so I'll learn a LOT...

Thanks again..


08 August 2002, 04:50 PM
Hi, What do you think about the results? It's not finished but am I on the way?????

08 August 2002, 01:58 PM
Wow, that is looking great! :thumbsup:
I have responded in your WIP thread....

08 August 2002, 02:29 AM
I do intend on writing a tutorial as there are no really advanced ones out there for Max (Charaters etc) AFAIK. I have a way of doing seam blending with vertex colours that I want to refine first. tHen I will put something together I think.

The way I do this is really dependant on max's Modifier stack...Now I cant remeber how lightwaves history dependace/independace works...but im sure its all kinda relevant.? Feel free to let me know anyway.


Hi, I've done lots of different texturing/uw's now, and the one and only thing that is still a pin in the ass is these seams.
Will you pleace explain how this works ?

09 September 2002, 12:28 PM
Found a tutorial about UVW mapping in Max 5:

09 September 2002, 02:27 AM
I don't know if you guys remember or not, but there used to be a cool site called The Human Head. Well, it's gone down now, but that site had an excellent link to ANOTHER site :P that had really high-res photos of people that would work really well with textures... anyone have that link?


EDIT: Found it! Here's the link for those interested:

Luke Werhli
09 September 2002, 08:18 PM
This one is excellent:

09 September 2002, 08:26 PM

Dipesh (India)
10 October 2002, 08:50 AM
very informative topic, keep it up!

11 November 2002, 01:00 AM
Ok, I pretty much understand what everybody has been talking about and explaining on this thread, but what nobody has mentioned yet is how to get the seams of the different parts of the mapped geometry to blend together. How how how how how do you do this???

11 November 2002, 11:32 AM
Hmmm I think that's covered in the Texturing Workshop Part 2 thread :D

11 November 2002, 09:14 PM
Originally posted by malfunkshun
Ok, I pretty much understand what everybody has been talking about and explaining on this thread, but what nobody has mentioned yet is how to get the seams of the different parts of the mapped geometry to blend together. How how how how how do you do this???

- cleverly hide them (for example panel lines in an airplane)
- manually edit the texture to make them blend (can be tedious, but it's the most common technique really... if you plan your texture mapping well, you can save a lot of time)
- use texture baking
- use mix-maps to blend the seams with a greyscale mask

11 November 2002, 06:12 PM
You can learn allot about uv mapping here-

This will cure all of your UV mapping problems forever, trust me......

However if by some chance things don't work out for you UV mapping wise, I point the 10 fingers at Leigh. She told me to repost here. Hehehehehehehehehehehehehehehe. Ha.

JA-forreal- The Magnificent

11 November 2002, 06:04 PM
Originally posted by JA-forreal
You can learn alot about uv mapping here-

Broken link :thumbsdow You must correct this :thumbsup:


11 November 2002, 06:42 PM
did a search on altavista...

some more:

Dave Black
12 December 2002, 04:09 PM
Ok, guys, here's my most painful problem:

Let's say you have unwrapped your model perfectly, have all the parts, i.e. the legs, arms, head, etc. on one map. You have adjusted the mapping to get rid of distortion, and are staring at your perfect little template in Photoshop.

How do you match a feature that runs say, from the legs to the torso, but the parts are'nt contigous on your template? Or perhaps a feature like the collar of a shirt that runs across the front and back parts which are mapped seperately and placed side by side on the template?

Is is a matter of manually adjusting it in photoshop and then checking it in you 3d package, or is there an easier way?

Hope that makes sense.

Please help, as I cannot seem to get this out of my head.

Thanks guys!


12 December 2002, 09:25 PM
I am deja-vu'ing a bit here I think, but anyway, there are numerous ways

- map your model (more) cleverly to avoid seams
- hide seams with other objects or on invisible places
- use texture baking
- use mix-maps with mutiple texture channels (when possible - not for low-poly stuff; but you can texture bake multiple channels to one)
- manual tweaking in Photoshop

You'll find the last one is practically unavoidable. But with careful planning of your texture, you should be OK.

Dave Black
12 December 2002, 09:56 PM
Hey, thanks Skyraider3D.

Sorry if this was already asked before. I read the whole thread, but perhaps it did'nt click. My appologies.

Many thanks!


12 December 2002, 01:23 AM
ehm ok ..actually i've already made a thread for this question :rolleyes: ...but it seems nobody care answering these questions...well i know the questions sounds stupid , but i do really want to learn and know how to do it properly. i hope leigh or anyone can help me

here is what i want to ask :
hey guys.... i got some questions about uv texturing and i really appreciate all your help here. Well, as you know, when u do a texture projection sometimes the uv is at the top of each other, tangle, messy or whatever you call it. most of the time its really easy to make it clean and neat by relax the uv. is it ok to relax the uv ?
the other question i wanna ask is , is it gonna cause a trouble/ problem when you move uv point ?

I found that sometimes the texture is kinda distorted ( especially a detail texture) when u screw around with the uv point, its a big dilemma for me. i really want to make the uv good and neat, not dense, but on the other hand i'm afraid the texture gonna be distorted.

thanks alot guys, i really need that answer.

12 December 2002, 01:20 PM
Editing UVs is always necessary, whether you relax them, or move them around or whatever, they ALWAYS need some kind of fixing up.

I always edit my UVs by applying a black and white checked image to it, and then editing it with the model showing the texture in an OpenGL viewport. Using a checked image lets you immediately see where there is stretching.

I often spend as much as 4 to 6 hours just editing UV maps, so be prepared for lots of work!

12 December 2002, 01:27 PM
Same here, although I use a coloured checker, so I can more easily see what part of the texture goes where :)
Also I break up my model in smaller parts and use texturebaking to blend the seams (by using a different - more simplified - mapping layout for that). Sounds complicated but it actually saves tons of time while generating more complicated and better looking (stretchless & seamless) textures.

01 January 2003, 09:01 AM
Skyraider: can you create a short tutorial on this technic an speak a few words on how to get the best resaults on this blending method ?

- - - -

they also have a lot of checkers on alias wavefront website... can't remember the link :/

also did one myselv... for free:

01 January 2003, 10:52 PM
TheDevil, in short it is as follows:

Imagine you have a head model. Normally people map is with a cylindrical map around it. What you get is that the bottom of the chin/yaw gets stretched and the top of the head too.
Do this instead: unwrap your head completely in flat pieces - UV channel 1. Surely this would give you a bunch of seams. Now map is with UV2 as a cylinder. Make a cylindrical texture and apply it to the model. Bake this texture to UV1 and fix the stretching bits. Re-apply the textures and now you have seamless stretchless textures.
Combine this textnique with some global illumination pre-shading and you'll get some sweet results :)

I hope this was clear enough? :) I will try to write a proper tutorial this month about this technique and put it on my website. Can't promise anything though as I am busy as can be :eek:

PS. Nice checker map :)

01 January 2003, 06:53 AM
ok, sounds very good. also please leave a link here when you done them :bounce:

I'm also going to do a couple of advanced texture tutorials myself :)

01 January 2003, 09:01 PM
You know what would be great! A video tutorial going through the steps of texturing a character model in Maya. So if anyone knows where one is or could make one you would probably be the greatest contributer to my knowledge of texturing EVER! You will be famous if I become famous, hehe. I will tell everyone on the red carpet and when im on national televivision accepting my awards that I couldnt have done it with out you! Ok, Im getting carried away. Im such a newb. Thanks.

01 January 2003, 03:15 PM
Wow, this thread is really interesting and helpfull!!!

@MDB101: Your tutorial is pretty nice, too bad it can't be downloaded.:shrug:

03 March 2003, 04:19 AM
Not sure how much this will help everyone here, but I've written some MEL scripts that might speed up the UV mapping process.

Just throwing this out there in case anyone find this useful.

03 March 2003, 09:12 AM
Originally posted by dannyngan
Not sure how much this will help everyone here
I don't know about everyone else, but this helps a TON! Thanks:beer:

04 April 2003, 09:17 AM
I always edit my UVs by applying a black and white checked image to it, and then editing it with the model showing the texture in an OpenGL viewport. Using a checked image lets you immediately see where there is stretching.

A tutorial on this would be great.

I would also like to see a tutorial on texturing a higher resolution character than what you see for games. More like the earlier post where it was asked how do I texture this. (Maybe the person that asked it could show us how they went about it, as the results look good.)

04 April 2003, 01:25 AM
LEIGH, you know lightwave and you know UV's.. so please, how can i avoid that(see image below...)
the surface setup is basic. One surface for whole object. Two uv's for the test. the arm uv layer is over the torso uv layer. i made an alpha for the arm uv layer. everything is ok, the layers are blending, but after the and of the green arm uv, there is a line of green triangles triangles. why? how can i avoid that without using weight maps different surface or whatever... it's so simple. two uv's one goes over the other and fades using an alpha. That sounds logical. but not in lightwave... can you help me? i'm gonna kill myself... i wantedd something simple so i could concentrtate on painting but it seems impossible... everytime i want to texture it takes soooooo much time to repere the maps.....please heeeelp. moooooltipass. pleeeeaaasse


06 June 2003, 11:26 PM
No uvw mapping link list is complete without this [] ( one.

It's a very nice tut, and has pretty much all the stuff one is likely to need on a regular basis.

06 June 2003, 12:33 PM
thanks for the links leigh:thumbsup:

06 June 2003, 10:40 PM

ok, texturing tuts there, but may we need some TOOLs too...
for example, this is a site with a few very good tools (some are free) for max:

09 September 2003, 09:21 PM
I love this kind of thread's... for a begginer like me (and from the place that I belong) represents almost 70% of the documentation that I can get:beer:

10 October 2003, 04:13 PM
first link in first post is broken :/
... at least at the moment for me ;)

10 October 2003, 07:47 PM
that's not very surprising considering this thread is a year and a half old.

Crazy Max
01 January 2004, 11:42 PM
Are there any recommended guidelines for laying out all the pieces onto the map once you have assigned mapping to all the UV's?

Is the only objective to use as much of the bitmap area as possible?

01 January 2004, 04:20 PM
For me, that's one. Another is to weld/connect as many of the chunks as possible, to minimize seams. Less problems to correct, and easier for texture painting, especially if you're working with other artists.

Another guideline is to place seams in out-of-the-way areas, like under the arms, inside the legs, etc., so they are less visible to the camera.

If possible, keep the same pixel resolution for all the chunks, to avoid resolution differences across seams. If doing UVs for games though, texture resolution should be redistributed so the areas that get the most attention (face/head/chest) would have the higher pixel density than less-important parts (feet, back, etc.).

Overpainting is also important. Otherwise colors tend to bleed into the seams, usually the result of texture filtering. So, it's good to leave at least a 4-pixel buffer in between the UV chunks, and also along the outer edges of the whole UV square. Some texture baking tools will overpaint for you automatically.

Some tips I've learned, might help you.

08 August 2004, 07:29 PM
maybe you can help me with this i want unwarp this,and im not sure how,next thing i want try its separate the top part of the body,the part over the armour and later divide in 2 parts front and back with planar mas,its a good idea??? i dont want see lines on the skin in rendered images. i dont konw if separate the arms on another id.
can you help me????

08 August 2004, 07:44 PM
Some ideas to help avoid seams...

3ds max section
Mapping: Smooth Transition Between 2 Channels

As for what kind of projections to use, that's up to you. Just choose the ones that provide the least distortion, then remove the remaining distortion in UVW Unwrap.

[edit... oops spelling]

10 October 2004, 08:30 AM
Here is a very nice UV mapping video tutorial(about one hour) :

10 October 2004, 05:21 PM
I wrote this on texturing aircraft a few weeks ago: (
I hope it's helpful to some... :)

11 November 2004, 08:56 PM
some of the links are broken?

03 March 2005, 11:42 PM
I was modeling a shark. I put the shark's body in smooth mode and saves it. How do I get it back in polygon mode.

04 April 2005, 08:18 PM
Could someone please post some stills of a Head with the uv checked texture applied, Im struggling to understand how the texture should flow on a realistic head, I'm totally new to UV and man I'm stressed. I appriciate any help offered.


04 April 2005, 10:50 PM
Dave, if you're using MAX, check out this little script... It may help you :)

04 April 2005, 11:39 PM
Awesome thread! Thanks Leigh, I vote that it become a sticky!

04 April 2005, 11:44 PM
Hehe I doubt it's necessary. If you check the date this thread has already been around for 2.5 years! :D

04 April 2005, 11:48 AM
Dave, if you're using MAX, check out this little script... It may help you :)

Using Lightwave. Stayed up most of the night working on the map, I think im getting somewhere, I would really just like to see how the texture should flow from the jaw to the collar bone.


04 April 2005, 05:29 AM
just found this thread and was inspired to join cgtalk.
Thanks to the creators of it! I have a might make me sound stupid, but here goes.
Do all your uv's have to be on the same map? i've been mapping my uv's seperately (i'm in 3ds max) and then going up the stack to the Unwrap UVW then editing, saving, and texporter-izing the uv's individually. I have one for the ear, one for the leg, one for the arm, etc. However, all the uv's are on different files. Can this work?!?!
Thanks in advance.

04 April 2005, 01:01 PM
Check out my aircraft texture mapping tutorial (link in my sig). It expands on different techniques, including what you just asked :)

04 April 2005, 05:00 AM
i was thinking more on the lines of technique 2. However, i don't really want to weld all those vert's back in place! I guess i'm just being a stickler about it. My model is relatively high poly, about 2300 tris for half (i'm only texturing half). Enough to make me not want to select all of them.
On second thought, can i UVW map separate pieces (arm, head) then unwrap both and save it onto one UV map? Save a lot of trouble. I'm going to try... if anyone has a better idea, please tell me. I want to keep the work to a minimum.

04 April 2005, 10:53 AM
But 2300 tris is nothing, really. I use this technique on models with 200,000 tris or more, without any problems (and my PC isn't state of the art or anything).
Also, to avoid selecting all verts, simply select all open edges and using Meshtools ( ( convert that selection to vertices and then hit Weld. Works everytime :)

04 April 2005, 06:36 PM
Unfortunately a majority of the links in the begining post are no longer on the web. I think we should create a new updated 1st post with current links that work.

I was just looking around for a UV map generator other the one that comes in lightwave. Any ideas.

04 April 2005, 07:26 PM
Unfold3D looks promising.
Although it seems you must split your vertices prior to import, to tell it which seams you want to unfold from, rather than just selecting them.

09 September 2005, 07:29 AM
hi leigh......i'm a little late to get to this thread which seems to be a great one.....but the problem is, the links r not working and the pages r no more there any alternative option to get them or is there any other great reference links for these...??...would be great help...

09 September 2005, 09:56 PM
Depends on what links you're clicking, mine are all still working as far as I know ;)

10 October 2005, 01:09 AM
hi leigh......i'm a little late to get to this thread which seems to be a great one.....but the problem is, the links r not working and the pages r no more there any alternative option to get them or is there any other great reference links for these...??...would be great help...

Sorry dude...I really have no other links to add to this thread. I haven't been able to keep tabs on which of these sites are down now, but I guess one of these days I should do some quality control and remove the dead links.


07 July 2006, 06:21 PM
none of the links r working:banghead:

new teck 404:page notm found:cry:

07 July 2006, 01:23 PM
Guilty as charged! After a server move the link changed!

Up-to-date unwrapping links:

Basic Aircraft Texture Mapping:

Avdanced Aircraft Texture Mapping:

Hope it's of use :)

02 February 2007, 06:58 PM
Hey, not sure, but could someone possibly help me out. Basically I have my model, UV image, and everything (Basic Texture), I have the regular Texture, Specular mapping, and Displacement mapping. However, when I apply these, the image comes out like this, can anyone help me and tell me what I'm doing wrong?


02 February 2007, 11:22 PM
That's your displacement map going beserk :)
Try a (much) lower setting for it (or disable it while you test the other materials). Your model may require more polygons too...

10 October 2007, 09:23 AM
Great thread, a lot of useful informations.

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