Hindy Posted April 16, 2003 Share Posted April 16, 2003 Ok im in the process of unwrapping my player model... Im using the Trxporter method. This my first attempt and would like to know if it looks right and any recommendations on joining the parts. E.g rotating the hair so each side to fit the central piece... Anyway check out the pic and let me know http://www.boomspeed.com/bluestix/Skinmap.jpg Link to comment Share on other sites More sharing options...
Psyk0Sith Posted April 16, 2003 Share Posted April 16, 2003 Well i have to work on my uvw mapping so im no expert, but I think you're on the right track. Are you planning on mirroring the head so you get the maximum texture space/resolution? cuz that's the only major problem i see. Link to comment Share on other sites More sharing options...
Hindy Posted April 16, 2003 Author Share Posted April 16, 2003 Mirroring????? Sorry I dont understand... I was toying with splitting them into 2 maps, 1 hair and 1 face... Link to comment Share on other sites More sharing options...
Psynex Posted April 17, 2003 Share Posted April 17, 2003 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. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted April 17, 2003 Share Posted April 17, 2003 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. Link to comment Share on other sites More sharing options...
Hindy Posted April 17, 2003 Author Share Posted April 17, 2003 Yeah I am gonna weld them together but haven't yet as I wanted to make sure Im on the right track... How do I mirror the skin? Sorry but with eveything else on this project Its my first time Link to comment Share on other sites More sharing options...
Hindy Posted April 17, 2003 Author Share Posted April 17, 2003 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?? Link to comment Share on other sites More sharing options...
Psynex Posted April 17, 2003 Share Posted April 17, 2003 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". Link to comment Share on other sites More sharing options...
Hindy Posted April 17, 2003 Author Share Posted April 17, 2003 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? Link to comment Share on other sites More sharing options...
Psynex Posted April 18, 2003 Share Posted April 18, 2003 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. Link to comment Share on other sites More sharing options...
Hindy Posted April 18, 2003 Author Share Posted April 18, 2003 I think im totally confusing myself at the mo so that tut will be very welcome... Are you uploading it onto your homepage? One question why does texporter display my wireframe upside down???? Link to comment Share on other sites More sharing options...
Psynex Posted April 18, 2003 Share Posted April 18, 2003 Your UV map may be upside down. If you're still working with the Paul Steed method, look at your Planar Map (UVW Map). There is a point on one of the edges; rotate the plane 180 degrees then try textporter again. Link to comment Share on other sites More sharing options...
Hindy Posted April 18, 2003 Author Share Posted April 18, 2003 Cheers I never thought of that!! I seem to remember a green edge on the left now I come to think about it... How is the tutorial coming along Psynex? Im awaiting eagerly... Link to comment Share on other sites More sharing options...
Psynex Posted April 19, 2003 Share Posted April 19, 2003 I've kind of hit a bottleneck in the tutorial because I was trying to work on it on the job and now it's a holiday weekend so I'll be leaving to go home in a few hours. I think I hit page 30 yesterday. Link to comment Share on other sites More sharing options...
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