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3 Dimensional Chat / Uw map question

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Dodic
19
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Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 27th Feb 2006 22:37 Edited at: 27th Feb 2006 22:37
I would appreciate if you would respect the reasons why i didnt searched in google,threads or such.(becouse i dont understand them)

Ok , here goes question :
(i want to have one bmp for the whole model texture)

I make a model in milkshape, export it to x, import it from lite unwarp, chose uw map (box), go to save uwmap, and this is what i get(see attachment)

I get only outline, now i can use a graphic editor to apply texture to that outline, but im sure there is a way to get the whole uw texture in bmp.

Well the question is : is there/how ?

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Turoid
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Joined: 1st Nov 2003
Location: The Netherlands
Posted: 27th Feb 2006 23:33 Edited at: 27th Feb 2006 23:36
I think you have to learn a bit more about lith unwrap. Unwrapping isn't that easy, it takes time if you have a complex model.

I attached a unwrap from a head model I made. But this one isn't perfect too, you can see that the ears are overlapping a part of the head.

http://www.psionic3d.co.uk << there are some unwrap tutorials if im right.

Good luck!

EDIT:
Quote: "but im sure there is a way to get the whole uw texture "


That image you attached is the whole texture, but you unwrapped it wrong so you don't see all the polygons streched over the image.


.::Studying game design at the moment::.

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Dodic
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Location: SNM (Serbia&amp;Montenegro)
Posted: 28th Feb 2006 00:49
Thanks

KeithC
Senior Moderator
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Location: Michigan
Posted: 28th Feb 2006 01:05
Turoid is right about UV Maps being more complex. In Lith Unwrap (I use Ultimate Unwrap 3D), when you select the entire mesh and hit box mapping is there a checkbox for untangle UV's? If so make sure that is checked, and it will ensure that you have no overlapping polys.

You still need to make sure all the faces line up correctly in a manual fashion. Hope this helps.

-Keith

Van B
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Location: Sunnyvale
Posted: 28th Feb 2006 13:46
In Lith, box mapping sucks, avoid it if you value your sanity.

It looks like a stealth fighter model, so I'd suggest using decal mapping to break it in half. Like use the decal map to UV from the front, which will give you a view of the front of the ship. With this, break off the top polygons, like select the top polygons and then deselect the verts that are shared with other polygons. you want to peel the top off the ship so you can then decal map from above, and get a nice map to texture onto. By breaking up your model and using decal mapping, you should be able to arrange things quite easily to capitalise on your texture space.

The other handy UV mode is cylinder mapping, that would take a cylindrical mesh and kinda unroll it like wallpaper. It should be obviouse where you'd use this method, I like to use the capped option all the time, so it get's a lid if it needs one.

It takes a lot of practice, and Lith is not the most intuitive package, but it's free and it gets the job done, so I guess we have little to complain about.


Van-B

Put away, those fiery biscuits!
dark coder
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Location: Japan
Posted: 28th Feb 2006 14:27
the main gripe i have with lith is that you cant see the uv map tools in 3d so settings this axis for everything is a bit random, also the selection tools arent that good, so its best to regroup your mesh beforehand.

for a simple plane like the f117 you can get away with doing a plainar map on the top and underside for the main fus, as the plane is rather flat, also the f117 doesnt have too much details/decals on it so a plainar map wouldent be too bad ingame, but if your after a propper job then youd want to plainar map the engine inlets/outlets the elevators from a side plainar map wheels using cylindrical for the tires and plainar for the wheels, landing gear could be cylindrical but for ease of skinning plainar would do.

looking at your map it looks like you really need to practice optimizing your uv map so it uses as much mapping space as possible, for instance if you rotated the top/bottom maps at 90 degrees then youve already made around 30% more mapping space, so now you can put something else there and make it bigger, also make sure all your parts have an even mapping area, easiest way to check is use a checker texture which is easily done in lith, and make sure no bits have more dense squares on.

Halowed are the ori.

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