View Full Version : UV Mapping
24th Feb 2009, 12:53 AM
I dont think im very good at making custom objects. I can mesh them pretty good (with a billion polys lol), but my bigest problem is the UVMapping.
Im gunna sound noobish, but what do people use for UVMapping? I use UV Mapper classic and I have LithUnwrap, but I have never really messed with it much.
My biggest problem is after i put the mesh into the mapper, I can seem to grab the peices of the object that I want to be sepereated from eachother because of UVMappers primative tools. I fk up like ten time whil doing it, and each time I have to do it AGAIN!
I would make so many more creations if I didnt get stuck and annoyed at the mapping point. :rolleyes:
Does anyone have any suggestions for high quality mapping; even if it involves purchasing mapping program. :)
ALSO: I use 3ds max and wings 3d for my meshing. I know that 3ds max has a very advanced mapper, but I have no idea how to use it, and how to keep those properties as I move the mesh into wings 3d then into simpe. (If that makes sense?)
Any advice/tips/links would be appreciated. :)
24th Feb 2009, 02:01 AM
I've been using UV mapper classic and with some work, you can do some fairly sophiticated things.
-I prefer to do my mapping long before I do any serious regrouping.
-Use the short cut keys you find in help. Those functions aren't in the drop down menus but are so very handy.
-had you realized that if you assigned materials in milkshape, that when you load the model into UV-mapper, you can select by material? With a bit of preplanning, this can make selections and control in UV-mapper a breeze. Since the selection option is 'by material', I would expect any 3-d program that allows you to assign materials would give you the same possibility.
-For most situations I prefer to have 'scale results' checked on the new mapping parameters.
I just recently got UV-mapper Pro and it has so much capability. I think I'm in love.
24th Feb 2009, 02:54 AM
Oh good. Some of that I didnt know!
The problem is that I have tried material idea, but in 3ds max you have to combine all the objects into one to be able to import it into simpe...so even when i give parts of an object different materials, it all combines when you combine the objects. (if that makes sense)
24th Feb 2009, 04:59 AM
Yes, you do have to combine it all to 1 (or 2) meshes before you can import into SimPe, but mapping does NOT have to be the last step -- It can even be a first step. You can map each 'thing' (cylinder, plane, box, etc.) as you make them. In some cases that actually works very well. ... in most cases somewhere in the middle works best for me.
Let me give you an example of when mapping first works great. Suppose I want to make a framed circular window. I've decided to make it 16 segaments and frame it with a 4-sided frame -- think 2x4 edging in real life.
Make a long, 16 segament, 4-sided cylinder. Map it. This will give you a nice long, straight-forward, easy to color, easy to pattern area on the texture. After mapping use rotate to sequentially bring each segament around until you have a complete circle.
Later, after you add more pieces to your object -- glass, cross pieces, etc. You can use the various scaling & move tools to rearrange the pieces into a better fit. As long as you don't select 'new map', the initial mapping will remain.
If you are making a table, make the first leg. Map it, then duplicate the leg as needed for the table. All of the legs will be identical. None of that trying to line things up manually.
I go back & forth between mapping & the 3d program numerous times before I'm ready to declare the mesh 'finished'. After it is 'finished', I do the grouping/merging to make the single mesh I need for SimPE. The grouping does not change the mapping.
24th Feb 2009, 05:12 AM
OMG! I understand it every bit now!
This helped me so much. I had no idea that that could be done. Thanks so much!
I think I will go make a mass of objects now. ;)
Thats how plants are made then. I always wondered how people got them to be perfect looking.
Thanks again bluetexasbonnie! Now I dont have to stuggle with the annoying regrouping and texturing at the same time.
24th Feb 2009, 05:26 AM
Hopefully some of those will be N8ive.
Glad I could help.
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