Author Topic: Subobjects & UV mapping  (Read 1214 times)

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Subobjects & UV mapping
I have a problem with my subobjects getting royally bengali messed up when I use LithUnwrap to UV-map a ship:

1. Here's how the objects are in the model, prior to using LithUnwrap:

2. Here's the same ship, after saving it with a UV map:


Any advice on how to get the ship textured without getting the subobjects messed up?
'Teeth of the Tiger' - campaign in the making
Story, Ships, Weapons, Project Leader.

  

Offline Vasudan Admiral

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    • Twisted Infinities
Re: Subobjects & UV mapping
What program are you using for the modelling?
Anyway it looks like you're converting the cob that lithunwrap outputs. IIRC, lith won't export object centres correctly - it just sticks them in the centre of the cob, resulting in an object boundingbox that has to include the centre of the cob - just like in that pic. :)

Also, it's so much easier to do the turret placement after the UV mapping stage. Many people seem to place untextured turrets (with correct hierarchy, firepoints, centres and everything) all over the hull before having mapped them, which is either a big waste of time or a HUGE waste of time depending on whether you then texture each turret individually, or rip them all off and place copies of a single textured turret back into the places the old turrets were in.
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Re: Subobjects & UV mapping
I use truespace 3.2, and I'll try the turrets after uv-mapping method.
Thanks.

Edit: A UV mapping program that doesn't screw turrets would be just as usefull as PCS 2.0 is.
« Last Edit: February 18, 2008, 08:40:02 am by BengalTiger »
'Teeth of the Tiger' - campaign in the making
Story, Ships, Weapons, Project Leader.

 

Offline --Steve-O--

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  • I might be the last man on earth to use TS3.2
Re: Subobjects & UV mapping
yeah, i use the TS 3.2 and litium duo. i found out the hard way that lithium scrams the hirearchy and has no respect for any placed axis or lights. this resulted in another step toward the dark side on my part. but yeah, dont worry about hirearchy, lights and axis until you are absolutly done with lithium. actually now that i think about it, there is kinda a way around it if you need to go back and use lithium to tweek the UV map on  any objects. there are two things that lithium will adhere to and thats the models absolute center point axis and scale. so what i do sometimes is if you saved a model with an archy setup is load that model first, then load the object you just UV maped and simply drop the new object/s into the archy tree in their apropriate places, then delete the old non UV mapped geom. if you have to move the new objects around to get them into place, i find taking note of the original objects X,Y,Z position in the object info box is useful. just punch in those numbers into the new object and BAM!...Bobs your uncle, and all is well.
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