Poll

Which program do you texture your model with?

TrueSpace
3 (42.9%)
LithUnWrap
2 (28.6%)
Other(Write below)
2 (28.6%)

Total Members Voted: 7

Voting closed: June 21, 2003, 12:48:15 pm

Author Topic: Texturing a model again  (Read 2307 times)

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Offline TopAce

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Texturing a model again
I am having additional problems texturing my model. Some sides has a quite strange and making-nervous looking. Which is the program you are using to texture?
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Offline FreeTerran

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Texturing a model again
TrueSpace for big ships and Lithunwarp for fighter and bomber.....
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Offline TopAce

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Texturing a model again
How do you use UVMapping? One cube for the whole ship or one cube  per part?

Cube can also be Cylinder, sphere and something else, I just want to replace 'UV Mapping Option' with that.
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Offline FreeTerran

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Texturing a model again
Cubic UV Projection for the whole ship
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Offline aldo_14

  • Gunnery Control
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Texturing a model again
Using one UV mapping for a whole ship is a bad idea - it leads to stretching in certain areas, or means that textures are misaligned (and thus the tiling pattern is broken).  

You're much better off using planar mapping, and applying it to selected individual faces or groups of faces.  You can also use other types of mapping (i.e. cylindrical) more effectively if you limit to a selected region.  Likewise, you can manipulate how the texture looks on the model by altering the UV applied to it - i.e. rotating the local UV to make the texture 'tighter' against the model.

Moving from a global UV to localised UV is pretty much the major difference between 'average' modellers and good modellers, IMO.

 

Offline Bobboau

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Texturing a model again
you must always UV map faces not objects, otherwise you're model will look like crap
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Offline HotSnoJ

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Texturing a model again
I use Lithunwrap since I mainly do fighters.

Basicly I think how I can texture the thing with panels. For instance if it's a basicly flat fighter you make UV maps for the top and bottom and then use some painting program and fill in the lines.



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Offline Ryx

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Texturing a model again
I texture in 3ds max, mainly with the UVW Unwrap modifier. :)
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Offline TopAce

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Texturing a model again
Well, with TS3.2 I use UV mapping on as many different parts of my ship as I can(rather make two different cubes next to each other than sweeping it, for example.) I connect the different parts to each other, and after I am done, I enlarge my model to the size I want it to be. Does enlarging(scaling) expands the UV Cube, Cylider, Face, or whatever?

Is this the bad way?

How can I set an UV Mapping localized?
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Offline Killfrenzy

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Texturing a model again
Depends what I'm doing.....TS for large caps, but Lith for fighters....
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Offline KARMA

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Quote
Originally posted by TopAce
Is this the bad way?
yes
Quote


How can I set an UV Mapping localized? [/B]
using lithunwrap, i thought this was already discussed in your precedent post...

lets see if i can explain it in an easy easy way...


launch lithunwrap v 1.3 (dloadable from ipandrews' guide)
file/model/open/yourmodelname
select/all (model edges will become red)
tool/uvmapping/ box or decal to have a panormaic view
enable select by face
enable select mode
select the group of faces you want dragging a box on them or
preview/showmodel/rightclick/select/faces (you can also enable backfaces selection)
use successive uvmappings/selections to select only the faces you want
apply a planar uvmap to the selected faces
scale/move the uvmapped faces inside the workspace
select othe group of faces from the model, uvmap them, scale them, move them avoiding overlappings and continue until the workspace is filled with uvmapped faces.
to use more than one maps select the faces to be mapped with a different texture, then materials/modify/add/materialname and materials/modify/assign
to change the name of the texture select the material in the browse window on the right, right click/properties
file/model/save the model as cob
file/uv map/save the uvmaps as bmps
draw the maps
save maps as bmps substituting the saved uvmaps
open truespace
file/load object/your uvmapped model name
press render scene or render object and verify the result or
open lithunwrap preview/showmodel and verify the result

I can't explain it more clear than that, play around on your own now and try to learn from yourself all the rest of the options and find your own best strategies, we have already told you how we do to unwrap our already completed models with planar uvmaps using more than one texture, if you don't like lithunwrap just search for something else, maybe you can try an unwrapper for 3ds and then use 3dexploration to convert to cob
« Last Edit: June 23, 2003, 04:16:58 am by 433 »

 

Offline aldo_14

  • Gunnery Control
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In Truespace - select a face or group of faces (I think you can do this by rightclicking a face, then shift-rightclicking further faces), then select a UV mapping.  you'll see a UV plane/box/etc appear over the selected faces (depending on the type of UV selected), which can be manipulated using the wee window with xyz scaling & rotation values, etc.

I think this is is - not 100% sure, it's been at least 6 months since I last used TS to map a model. (thank god)

 

Offline TrashMan

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I use TS for capships (combination of Cubic and Planar projection).
Lithiumwrap for fighters..:D
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Offline TopAce

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Karma, é il tuo method perfetto? Are all sides visible con bene texturing?

DO NOT comment my mixed English-Italian sentence! :)
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Offline TopAce

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Yeah, Imperial ships! They are truly well textured.
But they are only fighters! And I would prefer doing capital ships, cruisers, and stations(I have a strange-looking refueling station, :).
« Last Edit: June 24, 2003, 08:43:49 am by 1079 »
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