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I need help with UV Mapping (Forums : 3D Modeling & Animating : I need help with UV Mapping) Locked
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Jul 25 2013, 1:51pm Anchor

UV mapping really confuses me and I just can't figure it out. I've tried to learn from youtube tutorials but I just get confused and can't figure it out. 

I have some meshes that I have created, and I need them to be uv unwrapped. If I supply someone with the meshes, will they be able to unwrap them for me?

Jul 25 2013, 5:28pm Anchor

Not likely, depends on how complex the models are. UV mapping isn't a work many ppl are very keen on. Better try yourself, post screens and let guys point you down the right path! ;)

Jul 25 2013, 6:39pm Anchor

I will unwrap one - and film myself doing it (providing it's not a complicated mesh) I'll give some tips and pointers but wont be much more use. UVW unwrapping is best done with a decent selection of music and beer or two!

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Jul 26 2013, 12:09am Anchor

Is a max file ok?

SinKing
SinKing bumps me thread
Jul 26 2013, 1:35am Anchor

UV mapping is making a 2D surface from a 3D object. So, for example, you have to imagine you are unfolding a box you get from the post office, until it is not a box, but just flat cardboard. On more complex objects you have to make more cuts , in order to make sure the 2D surface has enough space to stretch out, so the textures don't get distorted. Generally 3D modeling deals with quad modeling, so you want to keep them as quad shaped as possible on the UV, too. However, some stretching is well within limits and can often not be avoided.

You should check out some tutorials that do it in a simple way, for example Maya does a pretty great job unwrapping automatically, leaving you to stitch the pieces together to bigger units. That's for mechanical/hard edge objects. If you need something more organic unwrapped, Headus UV is a great tool that also does the job in no time. In headus you create your own cut line (using "c"), to determine, where the 3D object is cut. Unwrapping is not as difficult and confusing as it seems in the beginning, but without it you cannot create proper textures and materials. So learn it ^^

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Jul 26 2013, 4:43am Anchor

In terms of programs you should try Lithunwrap, its a free low poly UV mapping tool.
Gamefront.com

Also depending on your skill set, if you can paint 3D objects well and you only intend to use low ploy models you can use Tattoo:
What makes Tattoo interesting is that you can paint directly on the 3D model . But you will need to understand UV Mapping more if you intend to deal with high poly models. Tattoo is free BTW.

Edited by: TenaciousXL

Aug 6 2013, 1:05pm Anchor

Check out this tutorial from 3D Total.
3dtotal.com

Aug 14 2013, 3:22pm Anchor

I would rather recommend Blender than Tattoo. I was having high hopes for Tattoo years ago, but the project died. Blender on the other hand is having so many nice texture painting tools. And still growing, like magic beans...

Aug 14 2013, 5:56pm Anchor

i learned how to do it by looking at Quake 2 models.  They're pretty simple but it's easier to get the idea w/o thousands of lines/polys in the way.

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Aug 15 2013, 1:54am Anchor

Posted some weapon using tutorials here yesterday. Fair bit of useful information in therew

Moddb.com

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