View Full Version : Making new uv maps.
19th Jun 2006, 11:05 PM
Is there a way i can make a whole new uv map. Sometimes when meshing i find it so annoying and time consuming adjusting the uvmap, especially when i make alot of changes. So can anyone explain to me how to make a new one or show me to a tutorial. I think there has to be a way to do this.....
19th Jun 2006, 11:08 PM
Um, well, it depends on what you're making. For bodies, you are really MUCH better off correcting an existing UV map - making a new one would be extremely difficult and would probably bear little resemblance to what recolourers would expect. In addition, if your mapping on arms and legs (where skin is showing) is not identical to the original, it's not going to look right.
There is information on adjusting UV mapping here.
20th Jun 2006, 12:11 AM
Could i do hair like in the tutorials or would it not come out very good like the body mesh.
20th Jun 2006, 12:15 AM
Um, well... Again, it depends. If you're modifying an existing hair, your best results will be with modifying the existing UV map so that the -proportions- of the parts on the UV map match the -proportions- of the parts on your actual mesh.
If you're creating whole NEW parts for a hair mesh then yes, you will have to make a new map for those parts - usually I create mine out of subdivided planes and map them as soon as I create them, before I move them at all, and then adjust the proportions of the UV map once I get the pieces in place. Applying the blue grid texture that Tig uses in that link I gave you is the best way I've found - that way you can adjust your mapping so you still have a nice square grid pattern and you can easily see areas that would be stretched or distorted and fix them.
20th Jun 2006, 12:17 AM
Ok, thank you alot.
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.