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UVW Map question


Hindy

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I'm no expert either, but I would weld some of those pieces together. Such as the hood and the sides of the head. The reason for this is sheer skinning options. Say you wanted to paint an intricate design on the back of the hood, that wrapped around to the sides...like a dragon who's wings spill over to the outsides of the hood. You're skinner will have a hard time lining up the images in his/her paint program. If you welded them together, there would be a smooth transition around the hood that wouldn't break the image up.

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Originally posted by Hindy

Mirroring????? Sorry I dont understand...

 

I was toying with splitting them into 2 maps, 1 hair and 1 face...

 

When you split a head in half, the other half will get the exact same skinning...in other words you mirror the uvw maps or flip them the same way as the other then you place them over each other.

 

You can use a lot more space on the uvw map in that way.

 

And yeah you should weld some parts together as suggested by Psynex.

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Ok i ve been playing about with the UVW, welding etc...

 

With mirroring can I simply...

 

On the face for example, detace half rotate along Y axis 180 degrees and move over the half so it sits perfectly on top.

 

Now because it is facing backwards will it still recieve the skin??

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Hindy...you've got the idea. One thing though. It sounds to me like you're using the "Paul Steed" method of unwrapping. I wouldn't recommend mirroring any actual geometry. Instead, select the vertices of the faces you want to mirror in the UV Edit window, break them at the seem, then mirror them using the tools in that UV editor. Under the Unwrap UVW modifier is a sub-tool for selected faces, use that to select just the faces you want to work with. With that option you can use the 'little red triangle' button (as I like to call it) in the UV editor to hide all of the unselected faces making for better vertices selection within the window.

 

If none of that makes any sense, I'm just about done with the core part of the Unwrapping tutorial I'm working on. If it stays quiet at my desk today, I may be able to finish that section and upload it for you to take a look at, but I can't promise anything since I am technically "at work".

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Yup I am using the "Paul Steed" method. In doing what you suggested wouldn't I have to make a copy of the mesh before unwrapping, so it can be morphed to a target.

 

Also I wouldn't need the Texporter plug in, would I?

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In the method I use there's no need to make a copy of the mesh. The UVWs can always be reset if they need to be, but with Paul Steed's method you can't reset your mesh. That's why he duplicates it first.

 

Textporter is a plugin you will absolutely want to get. It's the best method for exporting your UVs to a workable image file. I don't know why Max doesn't just adobt it to be built-in.

 

I ran into a small problem with my tutorial yesterday in the unwrapping process. I didn't forsee a problematic area. Instead of reworking the tutorial, I'm going to incorporate it as what kind of problems you can run into and how you can correct it, so the tut might be delayed a bit. Once it is done, if you still have any questions, I'm sure it will answer them for you. I'm up to around page 25 already; I'm using lots of large screenshots. :)

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