Is this method of UV mapping acceptable?


#1

Hello,

I’ve realized that I need to learn how to map and texture stuff to actually make my models look descent.
I’ve looked at some tutorials on how to map, and I must say, it’s a lot harder than one would think…
So anyway, I’m showing you guys in the video below how I tried mapping a part of a gun I’m modeling, and I’d like to know if it’s okay to do it like this?

http://www.youtube.com/watch?v=utC6NQAv8yo

Also, when I’ll texture it, I would like the edges of this piece to be rusty or worn-off, if you will.
The problem is though, that the UV edges aren’t connecting when laid out (as you can see in the video) and I can’t really figure out how I would make the corners and edges rusty without the rust being “cut off” by the edges… is there a way to connect the edges to eachother in the layout so that it’s easier to make a flowing texture for the object?


#2

You don’t really have to keep selecting a different projection mapping for a wall of faces all the time, that’ll just take ages to UV simple objects.
What I would do with that piece of geo is automatic map it, then tweak the uvs/shells. You should only have 1-3 shells for that piece depending how to want it.
The more shells you have for a single piece of geo the more you have to worry about texture seams. Also create the seams where they will be least visible when textured.

Some of your UV shells are the wrong way round and need to be flipped (red shells).
Theres also overlapping (purple areas). Ideally it should all be a nice cool blue colour.


#3

Well, a guy told me never to use automatic mapping… I tried it now thought, and it made a nice map, only it created like 10+ shells.
Is there a way to manually map it in a more efficient way than the one I used, while not creating too many shells?


#4

Don’t listen to that guy. Automatic mapping is nice and quick for small objects, it does NOT do the whole job for you, you still need to make your tweaks and changes to it, but it does give you a nice starting point.
You will end up with more shells than needed when auto mapping, but just weld together the edges of the shells that can fit nicely together, sort of like you’re doing a jigsaw puzzle.

Take a look at this tutorial. He explains the method and tools etc…
http://www.youtube.com/watch?v=THAx3okUmU4
By the way the reason the guy in the video says auto mapping is a lazy and noob way of doing UVs is probably because some fools think ‘job done’ when clicking on automatic mapping.
Automatic mapping is just a starting point.

Hope this helps…


#5

Very useful! Welding edges together was just what I had in mind, thanks a lot :slight_smile: I’ll post again if I run into more problems


#6

I would also recommend setting everything to a common projection width and height when using Planar Mapping. When you create a planar projection, you should see the projection in either the attribute window or channel box. If you change the projectwidth and projectionheight to the same value your projection will be square, so you won’t have to scale by eye anymore. Also, you will know that all of your projections are the same relative size for you when you want to move them around later to optimize UV space.


#7

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