UV mapping for dummies


#1

I have been trying to understand the concept of UV mapping using tutorials on the web but have yet to grasp the technique.

I understand the gist of it, but then I get confused.

I have seen pictures of maps which appear to be ‘flattened out’, akin to unwrapping a foil candy bar wrapper and straigtening it out.

As far as I can see you have to ‘flatten’ out your object point by point until its almost 2d, then you can obviously draw the map, then apply the map and morph it back into its original shape.

Can someone assist me with the following questions (forgiving my ignorance)?

  1. Is this the only way?

  2. How do you stop the scale of the object stretching when manually moving points?

  3. Is there any way the computer can do the work and flatten the object for you?

Thanks.


#2

Well, yesterday I found out a way to make an “unenveloped” UV map on the 9 version of LightWave. Just, for example, go to one of your window views (I use a Quad view) and click its view tab and choose UV Texture on its contextual drop-down menu.

 Then, at the right corner from the bottom of the layout, click the tiny letter T button, go to either view, choose the polygons you want to be "unenveloped", then again at the bottom of the screen, near the tiny buttons, click the grayish bar wich says "None" and scroll down there in order to see the word "New" below that "None". Click it, and a Create UV Texture Map menu will be displayed.
 
 There, play with the configurations by leaving the "Automatic" button checked, for example, make a spherical UV map (instead of the default one, wich is Planar) and using the Y axis as the main axis where all the polys will be stretched to fit the UV Map. Click its "Create" button and behold the results.
 
 However, I don't know what do to when this is done ._. Hope someone can tell me too what to do when I already have the UV polys on its place on the UV Texture view. I want to export it to Photoshop for starting the painting but I'm stuck.

#3

There is a technique by Aristo Menis which involves morph maps to flatten out the mesh for UV texturing here: http://www.menithings.com/main.php?action=how&how_id=7&manual=1


#4

Oh, interesting technique nods That will solve the outstretching of the UV map quite successfully. Thanks for the tip :slight_smile: bookmarks it


#5

That method is totally oldschool. :smiley:
Somebody tell me LW now has better UV tools??

Either way, grab the plg make UV tools for LW. Also you need a point sew tool.

I still use plg and even do some by hand in modeler oldschool stylee.

Here’s a different tools/method example in MODO…some other apps (and maybe the next LW update) have similar tools now I imagine.

8meg UV tools ex SWF movie

Not a app war comment, cause I use both, but Modo’s manual projection tool is also very useful for certain shaped meshes…if anyone is interested…very much like Maya’s tools.


#6

FREE UV TUTORIALS USING PGL UV TOOLset (New school way) nearly similar to Modo unfold

http://www.stevewarner.com/html/uv_unwrapping.html


#7

Good link Julez, that shoud get people interested.

I think there was also a detailed run through on the PLG tools in a recent HDRI mag article.
The tool may be a bit confusing for new users…for one, not getting a panel unless you hit “n” could cause some head scratching…plus there are 2 versions one without panel. :slight_smile:

Some other things I’m really liking lately are the “move and sew” in one tool with options to sew to theselected or non selected edges… the “tear off” uv ability and also being able to double click (to select and move all of ) a uv section that has been torn off a main island and not have the whole mesh get selected. Little things that make UVs go way faster.


#8

Cheers guys,

I’ll check them out and get tinkering.


#9

Many thanks for that URL. I didn’t knew that complete tutorial existed around (Google doesn’t helps the novices). Thanks again :slight_smile:


#10

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