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UVW mapping help PLEASEE

Ok so i'm new to polycount and am not sure if this is the appropriate place to ask this question, but here it is.
How do you map a complex model like a big cathedral or something of that sort? would you do it by selecting the model then apply a uvw-unwrap > flatten map? Then paint each piece in photoshop individually?? i tried to find an answer to this on the internet already but cant find it.

Thanks, Michael

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  • MoP
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    MoP polycounter lvl 18
    Using tiling textures is the usual method for tackling large buildings.

    For example, make some textures which repeat seamlessly either horizontally or vertically (ideally both!), and then apply the textures to the model, tweaking the UV mapping to fit the textures afterwards.

    You can also then mix and match different textures and uniquely texture the focal points or details where necessary. Either use multiple materials on the single model, or break off different parts of the mesh into individual objects and texture those on their own.

    A project as large as a cathedral would really require some careful planning, you should examine your model and try to determine which areas need tiling textures, which areas need trims or unique details, and then make sure you know how it will all fit together.

    After this stage you can start just roughing in textures using simple colours and lines to make sure your plan is working, UV-map the model with these placeholder textures, then work on the final textures.
  • System
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    System admin
    Once you have mapped a few objects you will learn that uv mapping often follows real world design. Look for symmetry and where seams divide the objects components.
    Also, mention the program your using, as workflows that include many time saving tips are almost always application specific.

    ps: hardly any game objects have uniquely mapped uv's, there's always lots of mirroring going on to keep things optimised and looking sharp.
  • keres
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    keres polycounter lvl 12
    If you use an engine like UDK, you'll have to create a new UV channel that contains all unique UVs for proper light mapping. Otherwise, try and utilize UV space as efficiently as possible :)
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