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3 Dimensional Chat / Making UV Texture in Blender

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MummyKillerSLO
15
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Joined: 5th Jul 2009
Location: Object Position Y(ObjChair)
Posted: 28th Aug 2009 02:24
Hi all!

I am sorry if I post this in wrong section, but anyway:

I am using Blender and I am new at it. So I want to ask, how can I know, where must I put 'Mark Seams' to be UV Map good and 'clean' for painting. Because I made few models and I dont know, how to make good UV Maps for them. Thanks for help!

Happy to having and using DarkBASIC Professional...
That1Smart Guy
15
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Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 28th Aug 2009 02:54
can you post the models?

and generally you just kinda wanna divide up the model into logical sections

MummyKillerSLO
15
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Location: Object Position Y(ObjChair)
Posted: 28th Aug 2009 13:41
hmmm picture of them or model in .x format?

Happy to having and using DarkBASIC Professional...
Deathead
18
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Joined: 14th Oct 2006
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Posted: 28th Aug 2009 14:45
Go to the bottom and where you see 2 bars on the right click that then select something that says "UV/Image Editor" then to unwrap it, hit "U" then select what you want.



MummyKillerSLO
15
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Joined: 5th Jul 2009
Location: Object Position Y(ObjChair)
Posted: 28th Aug 2009 18:05
yes, i did that but without seam marks there is only messed up uv map... :/

Happy to having and using DarkBASIC Professional...
Kravenwolf
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 28th Aug 2009 18:35
Marking seams basically tells Blender how and where to divide the face groups. So, if you have a cube, obviously you would want to mark every edge. This tells Blender to seperate each of the six faces from each other on the UV map based on those seams.

So it really depends of the model you have as to where to mark the seams. If you have a cylinder, you would want to mark the outside edges of the top and bottom faces, and mark a single edge along the cylinder's depth. This will tell Blender to map the top, bottom, and outside faces of the cylinder as seperate groups.

Though, you don't have to mark seams to unwrap a model. You can use do it manually by selecting multiple faces from a mesh and then press U to unwrap only the faces selected. You can also chose "project from bounds" when unwrapping, and it will unwrap the faces you have selected based on the view your looking at them from. Hope that helps


Kravenwolf

MummyKillerSLO
15
Years of Service
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Joined: 5th Jul 2009
Location: Object Position Y(ObjChair)
Posted: 28th Aug 2009 22:00
thanks Kravenwolf!! Now I understand!

Happy to having and using DarkBASIC Professional...

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