Hi
So was sat in my girlfriends local university library, and an old baseball bat was on display for some baseball thing.
So i decided to to make a little project out of it.
But i've hit a snag. Although modelling it was fairly straight forward, unwrapping it is giving me troubles.
Obivously any crits on the bat itself is always welcome as I want to it to improve.
The bat split into 3 pieces.
This is how I unwrapped it first time and even started to texture and seemed to be going well but then saw problems later on such as matching wood with the other pieces and seam issues.
So I decided to unwrap all as one, but then I couldnt export the texture correctly as having a custom texture such as 1024 x 512 made it stretched even in photoshop. I tried the several times trying different settings.
Can anyone give me any advice how to unwrap this the correct way?
Thank you in advance
Ben.
Replies
Looking at his bat, i cant figure out how he unwrapped it, seems to be in 2 pieces. But other then that i cant figure it out. He is also using blender, and im using maya (people hate it i know )
Can you give any insight on how he unwrapped his bat?
Thanks
Seams will always be an issue (unless you know how to texture use 3dcoat), I think your best bet is to find places for them to hide naturally, example being where the grip and the wood/metal meet but sometimes that cant be helped.
Its always a give or a take with uvs, eventually you start to figure whats the best way to go about creating them for what you need. If you were going for less seams I think a rectangle texture would be your best bet.
Since you said you had a few problems trying to get the uvs to export right, I made a quick tutorial for How I go about creating a rectangle texture in Maya.
http://dl.dropbox.com/u/54222387/modeling/misc/rectangle_maya_uv_export.jpg
Hope it helps.
Lining up your texture with UV's and seams is a challenge but not impossible.
Secondly on your UV sheet you could split off the cylinder that will create the grip, the cylinder that will be the wood, and the top/bottom cap.
Hope this makes sense, gimme a few minutes and Ill upload a picture of how I would unwrap it.
Your current curvy relaxed unwrap is going to have slightly less distortion than doing it the other way, but you're never going to get the seams to line up right.
Alternatively you could try unwrapping it as one piece and texturing on a higher rez sheet, then baking that down to a lower res cut up sheet, but since you've got those curves in the low rez UVs you're going to run into issues at the sub-pixel level because the pixel flow will change slightly, although that's not a problem with enough texture resolution.
Ok I tried first with a stretched UV set using toxic_h2o's tutorial. 2048 x 1024.
What does everyone think?
Here is the model.
I tried that too had it all laid outside of the box. Everything looked good interms of checkered map. Then scaled it down and it ended up like that.