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3 Dimensional Chat / Problem with UV mapping- Blender

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programing maniac
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Posted: 28th Jun 2008 04:58 Edited at: 28th Jun 2008 04:58
I have made a human, low poly, and I wanted to texture it. Since this was my first time making a human, and I was more use to textureing vehicles, I wasn't sure how to texture it.

I used this tutorial to make the human-
http://www.montagestudio.org/Tutorials.html

The picture of the human is attached (this is my first time making a human- so it is a little bad)

How would I go about textureing it? I tried many ways, but the head was really the part that screwed it all up... It always came out really wierd no matter what I did.

Does anyone have a sollution?

Thanks.

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Deathead
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Posted: 28th Jun 2008 14:51
For your UV Map problem, try using seams(ctrl-E), this will define the uvmap, for your face problem it could be because you are trianglating all your models, this can cause major issues on the render.


programing maniac
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Posted: 29th Jun 2008 02:36
Quote: "For your UV Map problem, try using seams(ctrl-E"

I do use that, and most of the other parts of the body get a UV map that is readable. The head is really messed up, and I am not sure of where to put the seams on the head to make it less messed up.

Image All
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Posted: 29th Jun 2008 02:39 Edited at: 29th Jun 2008 02:49
Just cut it from the sides of the neck and behind the ears, then unwrap the whole face flat out. That's pretty much how every human head is UV mapped.

This is how I would do it, and seen it done something a bit like this.
I suppose you could cut circles around the ears and keep them away from the face to make it a bit more simple, but you would still have to fidget around with the vertices to make them lie flat


programing maniac
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Posted: 29th Jun 2008 02:59 Edited at: 29th Jun 2008 03:05
I am not so sure what you mean. Attached is a photo of all the sides of the head, which might help you explain because you know what is on the head.

Thanks.

[edit] Never mind, since you edited the post

{edit2] when i tried that out, there were a bunch of holes int eh UV map...

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Image All
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Posted: 29th Jun 2008 03:07 Edited at: 29th Jun 2008 03:11
I just opened ZBrush so I could draw right onto a head.

The dark lines are where I suggest you mark seams for unwrapping.




edit: Meh, I see from your edit that it wasn't the crappy MS Paint drawings that confused you, so I've just repeated myself Well if you still have problems unwrapping the head, know that Blender isn't going to do all of the work for you. That's just where you suggest that Blender cut the model, but you'll have to do quite a bit of tweaking to get it right. If your uv wrap is beyond repair, I suggest remodeling the head.

programing maniac
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Posted: 29th Jun 2008 03:17
Yeah, I don't know why this happens, but there are like holes in the UV map. Take a look at the picture attached.

is it beyond repair? Will I have to remodel the head?

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Image All
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Posted: 29th Jun 2008 03:18
Upload it as a .jpg.

Osiris
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Posted: 29th Jun 2008 03:21
What did you use to model that? it looks as if you have hidden edges messing with the UVmap. Well, as far as I can tell.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
programing maniac
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Posted: 29th Jun 2008 03:29
Quote: "Upload it as a .jpg."


Ok, it is attached.

Quote: "What did you use to model that? it looks as if you have hidden edges messing with the UVmap. Well, as far as I can tell."


exactly, and I have no idea why. I don't see any holes in the mesh....

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Posted: 29th Jun 2008 03:31
I can't exactly tell from that which polygons are full and which are not actually there, but I do see some holes. I suggest just redo the head all over again; you may even get it to look better as well.

Osiris
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Posted: 29th Jun 2008 04:10
Hidden edges are when there are two vertices overlapping each other so you cant easily tell they are there. I know of an easy way to get rid of it in 3DS Max, but if you are using blender I don't know if you have a weld button, if you do select all the verticies and click the weld button, but set it to very low like .01 so it will only weld together vertices that are extremely close to each other I.E. on top of each other.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
programing maniac
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Posted: 29th Jun 2008 04:48
Quote: "I suggest just redo the head all over again; you may even get it to look better as well. "


Yeah, I probably will.... remember, this is the FIRST time I have done a human, and the head was supposed to look like a helmet....

Thanks though!

Woolfman
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Posted: 29th Jun 2008 04:48 Edited at: 29th Jun 2008 04:48
Try Marking the seam along these lines. If that doesn't work. Send me the file and I'll have a look at it.

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programing maniac
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Posted: 29th Jun 2008 04:55
Nope, it doesn't work......

The file is attached, the head and the body are two seperate parts, but I did that so it would be easier to UV map the head.

Good luck figuring it out, and thanks.

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Woolfman
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Posted: 29th Jun 2008 05:05 Edited at: 29th Jun 2008 05:14
Well the problem is that you have faces that are backwards. Go into texture mode and you can see the holes in the model. That just means that you have to flip them.

You also have some double vertices around the neck. But that should all be fixed after combining the head to the body.Also the model doesn't have to be split. Just split it in the UV.

Edit:I edited it some. But I didn't get to flip the faces in the mouth.

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programing maniac
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Posted: 29th Jun 2008 15:06
Quote: "Well the problem is that you have faces that are backwards."


hm... I didn't think that would be a problem. Also, How did that happen??

Quote: "Also the model doesn't have to be split. Just split it in the UV.
"


Yes, i know, but it made it so instead of having to do box select, I just had to press A.

Thanks, now I can start textureing!!!!

Image All
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Posted: 29th Jun 2008 16:22
Quote: "I didn't think that would be a problem. Also, How did that happen??"

It is a problem. Not only can it possibly impact the UV map, but as a matter of fact you'll see holes in his head if you get him into DBP.

It most likely happened when you manually made faces. If you don't select the vertices in counter-clockwise order, the face will go backwards.

Woolfman
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Posted: 29th Jun 2008 19:32 Edited at: 29th Jun 2008 19:34
Quote: "It is a problem. Not only can it possibly impact the UV map, but as a matter of fact you'll see holes in his head if you get him into DBP.

It most likely happened when you manually made faces. If you don't select the vertices in counter-clockwise order, the face will go backwards. "
That's exactly right. Blender is tricky like that Remember that I didn't flip the faces in the mouth so you will have to do that yourself.

Have fun texturing.

Ohhh Image All how are you liking ZBrush? Your the only other person that I know that uses it on here.
Buck1000
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Posted: 29th Jun 2008 19:54 Edited at: 29th Jun 2008 19:55
*Sorry for the double post*

Buck1000
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Posted: 29th Jun 2008 19:54
You've maybe tried this, but have you used Auto Unwrap or whatever its called? Its towards the bottom of the list in the 'U' menu. It always worked for me. You don't even need seams.

Woolfman
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Posted: 29th Jun 2008 20:16
Yeah but that doesn't give a clean UV map to texture with. At least in my experiences with it. Sure you can get a UV map out of it, but it seems a bit out of order.
programing maniac
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Posted: 30th Jun 2008 00:07 Edited at: 30th Jun 2008 00:13
Quote: " but as a matter of fact you'll see holes in his head if you get him into DBP. "

A.- I use darkGDK, and I can always do dbSetCull ( objectID, false); and it is all good.

Quote: "You've maybe tried this, but have you used Auto Unwrap or whatever its called? Its towards the bottom of the list in the 'U' menu. It always worked for me. You don't even need seams."


I have tried that, and I usually use that, but as woolfman pointed out, it makes them all messed up.

Thanks to everyone, and I hope to be done with textuering soon!

P.S.- For fun, I tried animating the guy, and instead of parenting the object to the armature and doing just name groups and then making the groups myself (very LONG and HARD) I did bone heat or something like that, and it worked out perfectly! Every verticy belonged to Onloy one group!! I just thought you might want to know this, even though you probably figured this out.... I am usually slow at these shortcuts

Image All
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Posted: 30th Jun 2008 01:07 Edited at: 30th Jun 2008 01:09
OT

Quote: "Ohhh Image All how are you liking ZBrush? Your the only other person that I know that uses it on here."

Well all and all it seems to be the most epic program out there, the only thing it can't do is animation, though its design isn't built for that so it doesn't matter. Basically it seems to allow me to sculpt and build beyond limits of technical abilities of either the software or the computer, like working with clay or wax in an unlimited amount (you can just create more of it and you don't have to go to a craft store) and for all intense and purpose it has its own built-in time-machine (ctl+z). But I doubt I'll be using it much, or buy it anytime soon—what I've done with it I can do a bit better in XSI, and what I can't do in XSI (detailing) I can't do in ZBrush either (sucking ) so I'll stick to using buttons and sliders rather than artistic talent (which I don't have).

But I bet Michelangelo would have had a blast with it.

/OT

Woolfman
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Posted: 30th Jun 2008 01:12 Edited at: 30th Jun 2008 01:12
.
Woolfman
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Posted: 30th Jun 2008 01:12
HAhaha ok thanks for your input on it
programing maniac
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Posted: 30th Jun 2008 02:35
Wow, ZBrush seems pretty neat, although I like blender because it has a animateing system and it also has a sculpting and an AMAZING particle system.

The image attached is my final UV map- thanks to all that helped!!

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Alucard94
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Posted: 1st Jul 2008 19:22
To be honest the map is quite strange at places, as the head is seemingly one of the smaller pieces of the map where it should be one of the biggest, and you could easily size some pieces up or down to make the map fit a lot better. And with a bit of tweaking you can also eliminate a lot of small random pieces.

If someone says plz because it's shorter than please I say no because it's shorter than yes
Quote: "Chuck Norris drank gravy and fertilized his lawn with emo kids so it would cut itself"

programing maniac
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Posted: 1st Jul 2008 19:53
Yes, you are right, but for right now, it is fine because I am not making a detailed character.

Alucard94
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Posted: 1st Jul 2008 19:56
Yeah, and for your first character it's great! Good job man!

If someone says plz because it's shorter than please I say no because it's shorter than yes
Quote: "Chuck Norris drank gravy and fertilized his lawn with emo kids so it would cut itself"

programing maniac
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Posted: 1st Jul 2008 20:08
Alucard94
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Posted: 1st Jul 2008 20:12
By the way, I like the sig

If someone says plz because it's shorter than please I say no because it's shorter than yes
Quote: "Chuck Norris drank gravy and fertilized his lawn with emo kids so it would cut itself"

programing maniac
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Posted: 1st Jul 2008 20:55
Oh, yeah, dbGamerX made it, we are working on a game, so we have to have a sig. I have NO idea how he did it....

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