Topic: AW: What do YOU know about texturing?.. (3 of 16)
Conf: Take 5
From: Campbell McGrouther firstname.lastname@example.org
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 though.select 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.