UV MAPING
Need help
i try to do a easy figure for my owen game. i created a nice
figure which is very easy (700polys) but i am not able to create a usable uvmap with maya ... i tryed e lot but the maps are most composed of many single triangles !
i have seen that e.g. quake models have a very easy texture with a front a back and some details like the hands ...
PLEAZZZ HELP ME DO BECOME A GOOD TEXTUREMAP FOR MY MODEL ....
the model is available in the forum at
http://www.aacm.ch/twotone/forum.php?group=5&thread=6
[edited by - mede on April 16, 2004 10:04:08 AM]
There are tools and plug-ins available that can generate the UV mappings for your mesh, but if you don''t have access to them you can either try to write your own or perform the mappings by hand. I use Blender, which has a number of different options for assigning UVs to a selected face, one of which is From Window. I select a few faces, map UVs from the window (which assigns UV coords based on the current 3D view of the faces), then move the generated texture coords around on the image map in the UV window, to arrange the faces within the space of the image map. Typically, UV mapping is performed per-face (generating a triangle of UV coords for every face in the mesh) rather than per-vertex, as some vertices can have multiple UV coordinates.
Once you get the UV coordinates assigned and arranged, you can render the UV mappings to an image file to use as a template for constructing your texture image. This tutorial walks you through just that process, starting with a wireframe image of the UV coord mappings, and finishing with a nice-looking texture map.
Golem
Blender--The Gimp--Python--Lua--SDL
Nethack--Crawl--ADOM--Angband--Dungeondweller
Once you get the UV coordinates assigned and arranged, you can render the UV mappings to an image file to use as a template for constructing your texture image. This tutorial walks you through just that process, starting with a wireframe image of the UV coord mappings, and finishing with a nice-looking texture map.
Golem
Blender--The Gimp--Python--Lua--SDL
Nethack--Crawl--ADOM--Angband--Dungeondweller
the problem is i become not such usable uv wireframes ...
is there a good tool or plugin for maya ...
this is the best mapping i could do
is there a bether map possible and how ???
is it a idee to do multiple objects ... one object an texture for
head , for hands, ...
[edited by - mede on April 16, 2004 8:48:29 PM]
is there a good tool or plugin for maya ...
this is the best mapping i could do
is there a bether map possible and how ???
is it a idee to do multiple objects ... one object an texture for
head , for hands, ...
[edited by - mede on April 16, 2004 8:48:29 PM]
You can do MUCH better. You could offset the backside from the front side, and make them overlap in X:
Then use the small spaces at top and bottom for the small disconnected triangles.
However, you could probably do much better on your own. Try this: (This is what I''d do in Max -- I''m assuming Maya can do the same)
1) select all triangles facing front
2) apply a planar UV mapping (from the front)
3) map this to the left half of the texture, with some space around the edges
4) select all triangles facing back
5) apply a planar UV mapping (from the back)
6) map this to the right half of the texture, with some space around the edges
Now, you only have two large, connected areas, although a bunch of stretching. In the UV editor, move and scale the two areas so that they more effectively use texture space. Then, where there''s lots of stretching, split a vert, and separate the two verts so that their triangles get more normally shaped (but the edge gets more ragged). Repeat for all triangles that are too stretched.
| || ========| ================ |======== |||
Then use the small spaces at top and bottom for the small disconnected triangles.
However, you could probably do much better on your own. Try this: (This is what I''d do in Max -- I''m assuming Maya can do the same)
1) select all triangles facing front
2) apply a planar UV mapping (from the front)
3) map this to the left half of the texture, with some space around the edges
4) select all triangles facing back
5) apply a planar UV mapping (from the back)
6) map this to the right half of the texture, with some space around the edges
Now, you only have two large, connected areas, although a bunch of stretching. In the UV editor, move and scale the two areas so that they more effectively use texture space. Then, where there''s lots of stretching, split a vert, and separate the two verts so that their triangles get more normally shaped (but the edge gets more ragged). Repeat for all triangles that are too stretched.
enum Bool { True, False, FileNotFound };
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