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FPSC Classic Models and Media / Mapping UV Coords on Advanced 3D Models

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extrickster
15
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 23rd Feb 2012 03:56
Hello forums,

I made a few advanced low poly models today. I would call them advanced anyway! They took me a few hours to make in Blender.

I can map UV coordinates on simplistic models like closed boxes, chips, paper, CDS, ect but I cannot seem to map the models below correctly.





I mark the seams on various edges across the model but everytime I go to unwrap it... the UV map appears distorted. I believe I'm mapping the UV coords wrong.

Is there anyone who can assist me with unwrapping a model?
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 23rd Feb 2012 12:23
Attach the .blend file(s) and I'll mark the seams for you so you can get an idea of how to group the faces for unwrapping.

Kravenwolf

extrickster
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Location: Southfield, MI
Posted: 23rd Feb 2012 14:49
Hey Kravenwolf,

That would help out a lot! Grouping the faces for unwrapping is a difficult subject to grasp. I'll be able to practice this more after seeing how its done.

I attached a zip file with both the blend files in it.

Thank you.
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 23rd Feb 2012 21:17
Hi extrickster,

I've attached a file with the pizza box, a quick texture and the UV map. Have to get ready for work so I can't do the other model at the moment. I didn't modify the mesh in any way; just added seams for your benefit. I actually just worked out most of the mapping without marking seams, using Blender's "project from bounds" feature.

To make sure none of the texture is stretched or distorted, you should always look over the uv mapping Blender does for you, and make refinements as you see fit. Hope this helps.





Kravenwolf

extrickster
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Location: Southfield, MI
Posted: 23rd Feb 2012 22:07
Good morning Kravenwolf,

So did you use any seams at all? I didn't see any in the blend file. When I was trying to unwrap the pizza box I could not think of a visual way to do it. I tried various methods of placing seams across the model but ended up distorted it. One of the things that was confusing me was "I made this box interior, how do I map it". That's why a zillion and one seams were placed all over the model.

I visualize UV unwrapping as somebody taking scissors to an object and cutting it as I mark edges. I don't know if this is the correct way to think about it.

I got discourage yesterday when I tried to unwrap a sphere. I can't even do that. UV mapping is one of the hardest concepts to grasp. There are a few other concepts like shaders, the variety of UV maps (normals, bumps, diffuse, specular, ect), and weight mapping but its something I'll understand in time.

Also the "project from bounds" feature looks like it will come in handy.
rolfy
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Posted: 23rd Feb 2012 22:30 Edited at: 23rd Feb 2012 23:02
double post.

Awesome! Its one of those threads.
rolfy
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Posted: 23rd Feb 2012 22:59
Simply download and use lithunwrap its free and will do this with a click, This particular board is for models and media which are FPSC ready and requires an in-game screenshot, usually these get locked or moved to 3dchat where these sort of questions are answered more readily by 3d modelers.

Over in 3dchat you will find this sticky which will help you immensely.
http://forum.thegamecreators.com/?m=forum_view&t=154983&b=3

Awesome! Its one of those threads.
extrickster
15
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Location: Southfield, MI
Posted: 24th Feb 2012 01:36
Hey Rolfy,

I apologize. I didn't mean to break any rules.

Thank you for your response though. I will look into the program and the sticky you told me about but I still would like to learn how to do UV mapping manually.
rolfy
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Posted: 24th Feb 2012 01:58
No problems, I would still learn as you want, but by using a uvmapper it would give you a good idea at least of what you want to achieve.

Awesome! Its one of those threads.
Kravenwolf
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Location: Silent Hill
Posted: 24th Feb 2012 13:03 Edited at: 24th Feb 2012 13:05
@extrickster,

I added them, but I guess they don't carry over to 2.49. I'm using the older version of Blender at the moment. But no, I didn't use seam marking to unwrap the model; I added them after I was done so you could see how I went at it. The model was simple enough that I could create the UV using the project from bounds option, and just pan the perspective back and forth a bit. Took a few minutes to unwrap, and then a bit more to line/rescale everything up on the right for texturing/AO baking.

Attached is the 2.49 Blend file with the seams.


Kravenwolf

maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 24th Feb 2012 15:56 Edited at: 24th Feb 2012 15:56
as i am also one of those who didnt catch uv-mapping in blender yet, i hope you both dont mind when i load them for learning issues?

thanks, kravenwolf.

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