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3 Dimensional Chat / Blender UV map help!

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Clbembry
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Posted: 13th Jul 2007 23:51 Edited at: 14th Jul 2007 00:29
Could someone please help me make a UV map for this model please? It is a blender file.

The third post has a .obj file too.

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TEST OF WILL
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Posted: 14th Jul 2007 00:05
maybe if you post it in like 3ds or obj or something I will
Clbembry
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Posted: 14th Jul 2007 00:21 Edited at: 14th Jul 2007 00:23
Ok, I'll post it as a .obj, just a sec.


EDIT: Here is the .obj

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hessiess
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Posted: 14th Jul 2007 17:18
theres a good uv mapping vidio tutorial on blender.org

learn blender, you will never regret it.

http://vector4.co.uk/SDbanner.jpg
Clbembry
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Posted: 14th Jul 2007 17:29 Edited at: 14th Jul 2007 17:51
I looked at it. I'm having troubles finding out where to put the seams.

I uploaded a screeny of my uv map. You'll see that it is all messed up. And I did put seams in.

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hessiess
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Posted: 14th Jul 2007 18:40
it would be alot easer to unwrap if it dident have so meny triangles in the mesh. most of them would be verry easy to get rid of.

think of it like a cardboard box. put the seems along the edges. il unwrap part of it as an example if i have time.

learn blender, you will never regret it.

http://vector4.co.uk/SDbanner.jpg
Clbembry
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Posted: 14th Jul 2007 18:42
I don't know how to get rid of pollies... I'll try your strategy.

hessiess
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Posted: 14th Jul 2007 18:54 Edited at: 14th Jul 2007 18:55
press tab for edit mode
select 3 or 4 verts
hit x, faces

or go onto face select mode and select the individual faces(faster!)

to move the u,v's around hold cursor over them and press l, then just use the normal keyboard commands, g ,s ,r

learn blender, you will never regret it.

http://vector4.co.uk/SDbanner.jpg
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 14th Jul 2007 19:15
Ok, I cleaned it up a bit, but it still needs a lot of work, you should try not to use the bevel option so much. i t created a ton of useless stuff on this model. I will work on it some more and post something a bit later.


Brain111
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Posted: 14th Jul 2007 21:36
What I've found is useful for UV mapping a model is to select a part of it that forms a relatively flat surface and unwrap that. Then, I do the same thing with all of the other surfaces and arange the pieces in the UV editor. To me, it's alot less of a pain than using seams, and I feel like I have alot more control over how it unwraps it.

Anarchy Burger - hold the Government!
hessiess
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Posted: 15th Jul 2007 00:11
^ wouldn't that take longer?

i normaly salect faces that are on the same acsess, project from view, salet outher acsess, project from view, ditto for final acsess. then i alighn them all manualy, but becose of using project from view, it dusent take to long to get alined, then stich verts with v.

learn blender, you will never regret it.

Clbembry
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Posted: 15th Jul 2007 01:31
I'm having no luck. Whenever I try unwrapping it, even when trying your strategies, it just looks like crap.

@Reality Forgotten
How else would I make it look right without using bevel? Subsurf adds too many pollies, and makes my model look bad. Smoothing distorts everything.

hessiess
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Posted: 15th Jul 2007 12:05
Quote: "How else would I make it look right without using bevel? Subsurf adds too many pollies, and makes my model look bad. Smoothing distorts everything."


you could do it manualy, but that would be verry time consuming.

have you checked how meny polys your comp can run? theres a app around somwere on this form called "how fast is dbp.exe" sertch for it

nothing ever has truly sharp edges, so alwase beval them slightly.

learn blender, you will never regret it.

Reality Forgotten
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Posted: 16th Jul 2007 02:16
Beveling is good but relying on the bevel option in blender is not a good thing to do. as it bevels the whole object and not selected parts.


Clbembry
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Posted: 23rd Jul 2007 18:02
I still need help!

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