[Solved]Texturing help (Wings 3D)
Anyone here good at UV mapping with Wings 3d? Or just uv mapping in general? I want to map a 64x64 texture onto a cube with bevelled edges, but I'm having trouble setting it up. In the 64x64 texture, I have a 56x56 region that needs to be shared across all the 'sides' of the cube, and then the other 8 pixels on top and bottom are to go on the bevelled edges. Below is an example picture. The Red and blue is the texture I am talking about. (It looks like that so I can map it easily, and make REAL textures later.) The blue part goes on the square cube sides, the top goes on the bevelled 'edges' going sideways, and the side red bar goes on the bevelled 'edges' going up and down... The remaining 8x8 top yellow corner is to be mapped to the triangle corners... The problem is I can only seem to properly 'unfold' the model so that I get every face multiple times rolled out. [Edited by - Vampyre_Dark on January 26, 2005 2:59:03 AM]
January 23, 2005 08:03 PM
Max user.. so bear with me
in max as with most 3d apps .. the texture is projected onto the polygon's ..once done the colour is burnt in ..afterwards you may move the polygons freely without distorting the map...
so your mapping a model and you "unfold it", you may place numerous polygon's (namely the main blue squares) under each other.. they will all be blue from then on as long as you dont edit the mapping co-ordinates after... once mapped you reassemble the model and voila...
I may just be confusing u as i physically unfold my model rather then use the texture editor, and then morph it back to its shape... but the first paragraph still stands even if your the latter! ...
in max as with most 3d apps .. the texture is projected onto the polygon's ..once done the colour is burnt in ..afterwards you may move the polygons freely without distorting the map...
so your mapping a model and you "unfold it", you may place numerous polygon's (namely the main blue squares) under each other.. they will all be blue from then on as long as you dont edit the mapping co-ordinates after... once mapped you reassemble the model and voila...
I may just be confusing u as i physically unfold my model rather then use the texture editor, and then morph it back to its shape... but the first paragraph still stands even if your the latter! ...
The problem I have with that, is all the bevelled edges end up sideways on the roll out, and I can't tell them apart. Maybe I will get it tonight, if I play with it another 3 hours. [lol]
January 24, 2005 02:46 PM
the trick to unwrapping is to get most polygons pretty much flat...
you can do this in the texture editor ...or u can physically flatten the model as i do and then just re-assemble it using a copy to morph the model back to its original shape... ...either way there should be an option to map different polygons seperately... i detach polygons .. you need to select the poly's you want to map seperately in wings.. there should be some option in the texture editor.. sorry bout my use of foreign terms but i dont use wings
..something that all 3d modelling software do though is use "planar maps".. these are rectangles that project the texture onto the model...think of a projector shining on a wall..if it hits something curved it stretches the picture..this is why you flatten the [model]or[texture co-ordinates] when unwrapping ..but you dont need to use one "planar map" on a model.. you could and quite possibly will use multiple planar maps on a model.. this means you can map different polygons of the model separately... in max u just use uvw unwrap.. dunno bout wings...
if u are confused i am not surprised.. its one of those things that i could explain in 2 minutes if i was standing beside you at a computer.. but trying to explain typing over the internet.. maybe a year or two? ...to much jargon !
dont get scared of..
you can do this in the texture editor ...or u can physically flatten the model as i do and then just re-assemble it using a copy to morph the model back to its original shape... ...either way there should be an option to map different polygons seperately... i detach polygons .. you need to select the poly's you want to map seperately in wings.. there should be some option in the texture editor.. sorry bout my use of foreign terms but i dont use wings
..something that all 3d modelling software do though is use "planar maps".. these are rectangles that project the texture onto the model...think of a projector shining on a wall..if it hits something curved it stretches the picture..this is why you flatten the [model]or[texture co-ordinates] when unwrapping ..but you dont need to use one "planar map" on a model.. you could and quite possibly will use multiple planar maps on a model.. this means you can map different polygons of the model separately... in max u just use uvw unwrap.. dunno bout wings...
if u are confused i am not surprised.. its one of those things that i could explain in 2 minutes if i was standing beside you at a computer.. but trying to explain typing over the internet.. maybe a year or two? ...to much jargon !
dont get scared of..
Perhaps I should just switch tools.
I'll try out the free gamespace, hopefully I can get an obj out of it. :)
I'll try out the free gamespace, hopefully I can get an obj out of it. :)
January 25, 2005 07:42 PM
once u can do it in one app u can normally figure it in another with a bit of converting
the important bit is to understand what goes on behind the scenes.. Which you pick up as you go... ..such as "why do you unwrap a model?" ..
mapping cordinates tell faces of a model to show which pixels of a texture on said faces ...so you have a single face..with 3 vertexes connecting it.. when it is mapped each vertex of that face will occuppy a location in the texture editor and thus the texture ..each face can be mapped individually..if you want! ..but you may prefer to map groups at a time..
the location of the pixel is denoted by a value between 0.0 - 1.0 ...so if you scale the texture (enlarge 200%) the mapping co-ordinates should still be intact..
(0.0,0.0) would be the top left of a texture map [pixel 0,0] and (1.0,1.0) would be the bottom right [pixel512,512] ..open any generic texture editor and you should see proof of this.. move vertexes around in the texture editor to help sink in the theory...
you know yourself... switching apps may hinder your speed at learning, though no doubt you have debated that in your head already...
the important bit is to understand what goes on behind the scenes.. Which you pick up as you go... ..such as "why do you unwrap a model?" ..
mapping cordinates tell faces of a model to show which pixels of a texture on said faces ...so you have a single face..with 3 vertexes connecting it.. when it is mapped each vertex of that face will occuppy a location in the texture editor and thus the texture ..each face can be mapped individually..if you want! ..but you may prefer to map groups at a time..
the location of the pixel is denoted by a value between 0.0 - 1.0 ...so if you scale the texture (enlarge 200%) the mapping co-ordinates should still be intact..
(0.0,0.0) would be the top left of a texture map [pixel 0,0] and (1.0,1.0) would be the bottom right [pixel512,512] ..open any generic texture editor and you should see proof of this.. move vertexes around in the texture editor to help sink in the theory...
you know yourself... switching apps may hinder your speed at learning, though no doubt you have debated that in your head already...
Quote:Actually, I'm not learning. I know how that all works, and what I'm trying to do. I was just trying to get Wings to do it. :) I'm getting it done now using Wings3D and another little UV app, LithUnwrap. It actually works. [grin]
Original post by Anonymous Poster
you know yourself... switching apps may hinder your speed at learning, though no doubt you have debated that in your head already...
And now I'm done. :) Finallly.
[Edited by - Vampyre_Dark on January 26, 2005 2:55:37 AM]
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