Hey guys
Its no secret amoungst us all how frustrating and annoying unwrapping things is..'I just can't stop this object from stretching!!' or 'oh darn,not leaved enough space for that thing'...ya know the idea.
Anyway just wandering if you guys have any major tips on how to make this process less time consuming and dear I say it,boring?.
For most objects i find myself using the planar map auto unwrap function in the unwrap editor so at least it gets the pieces scaled to a point where theres no stretching and then you just have to figure out the puzzle and stitch it all back together before uniform scaling it all into its fine place.
Is this the quickest way or could you recommend any other tools for max or little tips that may help me speed the process up?
Also we arn't talking huge wall sections and flat planes...we are mainly talking about edges of things,that stick out just enough to be noticablly stretched.....over to you guys.
cheers
john
Replies
Also the problem id have with both that idea and BoBo's is the inconsitency for the texture,and ovious appearance that it was done at a later time or date the another section....Bobo,Poop and the others im sure have the skill,confidence and ability and have a consistent way of working but for people like me who are pretty inconsistent with work flow and stuff im not sure how it would work.
might try on my next model that needs unwrapping though
John
I think it's a good idea to get a nice solid layout finalised before beginning texture painting. This will also help with consistency, as you can paint any area you choose at a given time, so you can see how different areas contrast against each other.
Basically, get used to using keyboard shortcuts for common functions ... if you're using Max, download Chuggnut's UV Unwrap tools and the UVHelp plugin from www.microcan.nl ... that will sort out a lot of distortion fast and help you get an idea of the best "shape" for a chunk of UV to be in.
Don't be afraid to allow distortion if it means easier texture painting - if you have a curving belt or something on your model, map it as a perfectly straight line, you will get some distortion, but not very noticeable, and it will be a hundred times easier to paint detail into it without having to worry about angle changes.
It's all about practise really... do lots of small, fast lowpoly models and unwrap them, paint them to check how easy the uv-maps are to work with, and ask others for input on what could be improved with each one.
Then try larger more complex models, bigger texture sizes, more complex layouts.
Always bear in mind:
- Simplicity of painting the flat texture.
- You should keep seams to a minimum (ties in with above statement)
- A little distortion is better than a lot of seams (unless you really really need PERFECT square pixels over the model).
- Mirror UV's where you can get away with it - ie. areas that are symmetrically designed, anywhere which isn't really looked at a lot, and so on.
- Asymmetry is more interesting in designs, so don't mirror everything
- Try to re-use texture space, if you want to be really conservative. Certain areas of armour, skin, cloth can have the same texture, even if they're on totally different parts of the body or object. As long as the shading and colours match up, it's fine. Gives you more pixel space to play with.
Ehh, I think I talk too much.
MoP
I use a program called UVMapper Pro.
www.uvmapper.com
Have to use the Habware OBJ import and export utilities, but hey, it's worth it IMHO.
Basically a box map is 6 planar maps at once so this should save you some time.I Hope this helps.
I have to disagree with you MoP about the old-fashioned comment. If it gets the job done faster, that's a good thing. Even if you have to bring your own app to the table. Although I do agree it's important to understand what makes a UV set game-friendly.
I've found that for organic tiled surfaces (caves, landscapes, etc.) 3ds max's Unfold Mapping is very fast and fairly accurate. Can make a bunch of seams, but Stitch cleans those up quickly.
I stand by my comment, however, because I feel that if you just go straight into using Deep UV or whatever, it might become a kind of crutch that you find it hard to manage without... better to know every aspect of the process rather than one "quick solution"... you never know when that solution will be unavailable, leaving you nothing to fall back on.
I use Ultimate Unwrap3D. Cheap and worth every penny.
http://www.unwrap3d.com/
Getting the UVs back to a character can be tricky if the incoming UVs require triangles but the original is polygons or patches or whatever. Also can be troublesome if it's been rigged already.