Unwrap hi poly models


#1

Ahh **** I wrote a message and it disappeared, most annoying thing in the world.

How do you go about and unwrap hi-poly models? I think I got it figured out with low-poly models when you mark the seam and then unwrap.
And also, is there any way that you can like unwrap the whole thing like in 3d studio? like that texporter thingy?

Thanks

(ctrl copy) clickclick


#2

May I ask here what you mean with hight poly models,
do you mean like ZBrushy sculpted high poly meshes,
or the type of high poly mesh ‘cages’ you would model for SDS?

'cause if its the earlier then I’d seriously suggest retopo-ing a lower poly ‘cage’
to unwrap and then bake the displacement/normal and any other useful map’s to.

if later then you just need to mark the seam in smart places
(eg. where they are going to be least noticeable)
and unwrap, after which you can tweak the UV’s as needed in the UV editor.


#3

Hey thanks for the reply.
Yea I was thinking sculpted models with more detail. Could be that I don’t know the term for the things… So how do you bake a displacement/normal?

Hmm think I should start to experiment more with low poly models to get the feeling of it all.


#4

The Texture feature is really slow, why is that?
Even texture painting a cube with unwrap ís really slow.

snif :frowning:


#5

About Normal and Displacement maps
http://wiki.blender.org/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps

Richard


#6

Hmm, odd… may I ask whats the graphics card that you have,
might have something to do with it, if its a lower end one. :confused:


#7

Yea it is strange actually and I also tried to add texture in the older Blender 2.49b version but it was slow there aswell.
I made a simple sci fi ship and then unwrapped, took a while to just unwrap…

thanks for the help guys.


#8

Is it a very bad grapich card? I thought it was ok…

I’m on a laptop btw


#9

Ok I tried another texture size, like 500x500 which worked more smoothly.

Oh well move along, nothing to see here


#10

I think it is the painting feature, which feels slow… However, I think it was the model itself that slowed things down.
Could be separate meshes within the same mesh that caused the problem.

Making textures in Gimp and then importing them seems to be the answer. :slight_smile:
Some experiment for a project I am working on, still trying to figure out the texturing business…


#11
  Those(integrated) definitely tend to be lower end,
  but you still didn't mention what card exactly it is..? :curious:
 
 and yeah, all way's use textures the power of two if you can
 ( 1x1, 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, etc.) :)

feel free to even separate different parts of your model/UV’s to different maps,
eg. Head on one 2048x2048 map, torso on another and arms/legs on a third one.


#12

Hey thanks my maan, yea I posted a picture with the graphic card settings but removed it. lol.
I’m on a “Ati Radeon”, shouldn’t be that bad of a graphic card I believe… but perhaps nvidia would be optimal.
Seems that it is the painting faces feature and not texturing itself that is slow.


#13

Yeah, ATI drivers can be a issue, especially the older gen cards,
plus an integrated card is usually a lot weaker by default,
as they need to work with a lower energy footprint, to save the battery time.


#14

You mean like support for it in Blender?

It’s this one:
http://www.amd.com/us/products/notebook/graphics/ati-mobility-hd-4000/hd-4600/Pages/hd-4600-specs.aspx

.


#15

Huh, HD 4xxx+ should do pretty well, perhaps try updating drivers, may or may not help.

Can’t help any more than that as I don’t own any integrated ati cards, only a HD-4650 in another pc.

ps. what os are you running on anyway’s? :smiley:


#16

Windows 64bit :slight_smile:


#17

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