LSCM UV Mapping

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Old 05 May 2005   #1
LSCM UV Mapping

Ok I have done the LSCM UV Mapping Tut at http://www.blender3d.org/cms/Model_...ight.397.0.html.
No problems there but when I try my own model I just get a mess?

I...

Import model from LW
Turn off Double Sided
Edit Mode-Recalculate normals outside
Select Vertex Loop and create seams

Split screen and go too..
UV Face Select and UV/Image Editor
Select all and u key (UV Calculation LSCM)

Works in the Tut but mines a mess. Does LSCM only work for simply shapes or am I missing something



Any pointers
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Old 05 May 2005   #2
LSCM works really well but it can't do better than it is possible. You can't unwrap a mesh like yours without distortion and with faces of even sizes. You need to add seams to split the different parts of your mesh.
 
Old 05 May 2005   #3
efbie thanks for the tip.
I assume you mean add more seams as the model is already split in half with seams.
 
Old 05 May 2005   #4
Hello everyone!
1/100: With LSCM you have to visualize simple shapes that make your mesh.
The purpose of the tool is to unwrap UV with the least distortion possible. For that you MUST make sure there are enough seams for unwraping properly!

Here first, isolate all the cylinders (trunk+branches) by adding seams to the circumference of all thoses elements.
You should have now 5 correctly unwrapped elements. For the complexe part in th middle, Just make sure there is ONE seam that goes all along it and unwrap it. Now you'll work with the PIN vertex command that's going to help you distribute evenly UVs.

If that seems cryptic post a light .blend and I'll show you.
 
Old 05 May 2005   #5
Quote:
Originally Posted by efbie
LSCM works really well but it can't do better than it is possible. You can't unwrap a mesh like yours without distortion and with faces of even sizes. You need to add seams to split the different parts of your mesh.


Well, there is always this automatic unwrapper software that is supposed to unwrap with almost no distortion even really complex shapes, but I think it costs something like 1000 bucks.

I wouldn't trust LSCM to unwrap your objects, it's only there to help you fasten the process. Unwrapping a model one face at a time could be a very long and painful experience.
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Old 05 May 2005   #6
Jlsb Move
Many thanks. It makes sense now. The problem was i was trying to use blender as a quick solution to LW's UV mapper.
Cutting seams around the branches to create UV's I can basically do the same within LW using UnWeld and Endomorphs.
That said blender has some great tools and I'm definitely going to use it more as it will speed up my work flow.

Schwinnz
Ya I know what you mean UV's are a pain but a 1000 buck for a UV mapper! I can get another seat of LW for that. Better still I could save the money and spend the time to learn Blender better.

Last edited by 1/100 : 05 May 2005 at 07:16 AM.
 
Old 05 May 2005   #7
Quote:
Well, there is always this automatic unwrapper software that is supposed to unwrap with almost no distortion even really complex shapes, but I think it costs something like 1000 bucks.


What software?

LetterRip
 
Old 05 May 2005   #8
I think he is refering to UnFold 3D

Last edited by 1/100 : 05 May 2005 at 07:19 AM.
 
Old 05 May 2005   #9
I recall looking at it, right now I'm glancing over the LSCM research of past couple of years, will forward it to the Blender Coder who works on that part of Blender.

LetterRip
 
Old 05 May 2005   #10
Quote:
Originally Posted by 1/100
I think he is refering to UnFold 3D


Exactly: http://www.polygonal-design.fr/e_unfold/index.php

The studio license being 890 (rhoughly 1400$ cnd). Although there's no doubt that it can be very worth it in production if it works as well as people say.
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Old 05 May 2005   #11
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