Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: JGZinv on February 10, 2008, 04:27:03 pm

Title: UVW Mapping Distortion
Post by: JGZinv on February 10, 2008, 04:27:03 pm
Can someone link me to a tutorial that explains how to fix
a stretched UV map in Max 7, or explain it simply?

I have a ship model I just received and the map is distorted in
a number of places when I do a checker test. At one point in time I
used LithUnwrap to adjust the map until it was uniform on a different model,
but I'd prefer to stay in Max and learn it properly.

I've looked for information, I've searched Google, but all I can find is
for when you have your actual ship texture on the model already and
distortion becomes an issue - not what should be done if the checker test
reveals bad areas.

[attachment deleted by ninja]
Title: Re: UVW Mapping Distortion
Post by: Scooby_Doo on February 10, 2008, 05:10:57 pm
Me, personally, I would unwrap each of those sections seperately.  Hard to tell from the picture but the "recessed" area in the middle I would map seperately as a UV plainar. The two "wings" would probably be best mapped individually, you'll get a disconnection line between them, but good texturing can hide that.
Title: Re: UVW Mapping Distortion
Post by: JGZinv on February 10, 2008, 05:22:39 pm
Well this is the source of what it's going to look like.
The main issue is probably getting the lines/grooves to
stay together.

(http://i32.photobucket.com/albums/d1/GuardianZinv/Tachyon/Dualdvd4pic96.png)
(http://i32.photobucket.com/albums/d1/GuardianZinv/Tachyon/ArtifactShip1.png)
(http://i32.photobucket.com/albums/d1/GuardianZinv/Tachyon/Untitled8.jpg)
Title: Re: UVW Mapping Distortion
Post by: Scooby_Doo on February 10, 2008, 06:09:57 pm
I already see a few lines that could be used for selection dividers.  Where the two wings meet, in the second pic the "______/-------"
Title: Re: UVW Mapping Distortion
Post by: Water on February 10, 2008, 06:42:38 pm
Can someone link me to a tutorial that explains how to fix
a stretched UV map in Max 7, or explain it simply?

I've looked for information, I've searched Google, but all I can find is
for when you have your actual ship texture on the model already and
distortion becomes an issue - not what should be done if the checker test
reveals bad areas.
To get the lines/grooves to line up will require having the uv islands to have a equal check pattern.
To get rid of the distortions may require you to cut some of the pieces differently, and re-unwrap.

So basically all you need to look for is just a good unwrapping tute for Max
Title: Re: UVW Mapping Distortion
Post by: JGZinv on February 10, 2008, 07:49:21 pm
Short version is that I should try to make the texture
and just apply it on - adjust as needed afterward.

This look acceptable?

http://waylon-art.com/uvw_tutorial/uvwtut_01.html
Title: Re: UVW Mapping Distortion
Post by: Nuke on February 10, 2008, 07:59:32 pm
use the unwrap uvw modifier with no faces selected, then click edit.
Title: Re: UVW Mapping Distortion
Post by: JGZinv on February 11, 2008, 09:37:11 pm
Edit -

I think I found some tutorials that better explain what to do with this:

http://merlin.zsnes.com/tutorials/mapping/index.html

http://www.battlefield40k.com/forums/showthread.php?t=1301

http://www.oman3d.com/tutorials/3ds/texture_stealth/