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3 Dimensional Chat / Help with unwrapping

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TEH_CODERER
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Posted: 10th Feb 2007 11:40
I'm working on an MOFPS as something to do at college during free periods and lunch and I've made an arm model. I am seriously struggling to unwrap it though. every time I try the projection of the thumb goes over the hand so they both share the same part of the texture which looks awful. Can someone either help me learn how to do this properly or unwrap it for me. I'm not asking you to texture it, just unwrap. However, I would prefer for you to help me learn. A pic of the arm model is attached. If you are willing to help in some way then I can send you the model. Thanks.

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TEH_CODERER
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Posted: 10th Feb 2007 14:45
Well I have this now. I still need to work on the texture a lot but for me this is pretty good!

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TEH_CODERER
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Posted: 11th Feb 2007 13:30
OK. I'm good on unwrapping now. Now to learn how to rig in Blender!

filya
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Posted: 11th Feb 2007 13:50
Andrew, what software do you use for unwrapping? I use Lithunwrap and it's pretty easy to do it using that.

In case you are having problems, I think you might be facing the same ones I had earlier on.

1. Make sure you have broken down the model into simple geometrical groups while modelling.
example : make each finger a different group, make the palm a different group and the arm another

2. Select only 1 finger and apply cylindrical mapping to it
Do the same with each finger
Apply box mapping to palm, and cylindrical mapping to arm.

3. This way, your unwrapping program makes it easier for you to unwrap complex objects into simple maps.


Hope this helps! (In case you want me to unwrap, send me the model by email)

-filya

-- game dev is fun...but taking up too much time --
TEH_CODERER
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Posted: 11th Feb 2007 17:12
Thanks. When you say break down do you mean seperate the mesh into several meshes? I'm guessing not because otherwise boned animations would be pointless. I use Wings3D and Lithunwrap. What I've done this time which seems to have worked was to unwrap in Wings3D and then neaten it up in Lithunwrap.

filya
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Posted: 11th Feb 2007 20:29
To be honest, the ONLY 3d program I have ever used is Milkshape, so I wouldn't know much about the others. But I am sure there must be a way of using groups in all the programs.

You don't make a different mesh. Just select all the polys of the finger, and make them a separate group. What this does is basically just name that particular group of polys as (say) 'finger1'. So it makes it easier to select those same polys later.

If not, you can just open the unwrapper and then select only the polys of the finger and then use the mapping ONLY for those polys. Keep doing the same for all the groups.

-- game dev is fun...but taking up too much time --
TEH_CODERER
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Posted: 12th Feb 2007 15:34
OK, thanks.

Van B
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Posted: 12th Feb 2007 16:30
I would suggest that if your using block fingers, to shrink in the top, like from the knuckle to the nail, shrink it in breadthays, then use simple plain mapping.

By reducing the shape from a square to a trapezoid you give the impression of more detail on the most visible side of your hand. It would make the fingers look more realistic IMO.

Plus, this means you simply need some hand images for texturing. Like plain map the top of the hand with the extra detail, and the palm half as well, it's far easier to texture that way. The trapezoid fingers provide access to the sides, which tend not to need a lot of texture detail,simple hand images are often perfectly fine for this.

''Stick that in your text and scroll it!.''
TEH_CODERER
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Posted: 13th Feb 2007 09:16
Thanks Van B, but I'm not sure I understand as to which polies you are suggesting and how to scale them. On one of the pics I uploaded above could you please just paint on one of the polies and what you are suggesting to change it to. I can't believe I hadn't thought of planar mapping and using a hand photo though! Duh! Thanks!

filya
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Posted: 13th Feb 2007 16:34
what he means is, just change the width of the fingers like in real life.
The tip of the finger would be thinner (so the 4 vertices there would be closer to each other) than the knuckles. Got it?

But Van, I didn't get it how it would help in planar mapping? I don't think its possible to map a cylindrical object with planar mapping with success (atleast I have problems doing that with lithunwrap)

-- game dev is fun...but taking up too much time --
TEH_CODERER
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Posted: 13th Feb 2007 17:48
Ah, OK.

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