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3rd June 2009, 04:32 AM | #1 |
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Looking for Tutorial on texturing/preparing UV maps
probably not so much ac3d specific, but i am looking for a general tutorial on working with textures and creating uv-maps.
i understood the general idea and workflow of creating an uv map, but i still got some problems like the scaling issue below: would this be something to be corrected on the uv-bitmap itself, thus scaling the texture in that part of the bitmap down ? if so, how do you keep the "borders" between the scaled down and not scaled down part of the bitmap clean and keep the texture repeat nicely ? Are there any tutorials that go in depth about problems like this ? thanks. |
3rd June 2009, 03:46 PM | #2 |
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Re: Looking for Tutorial on texturing/preparing UV maps
This tutorial is for 3D Studio, but the same basic techniques apply:
http://www.rensheeren.com/mirrors/senor/tutorial1.htm Ideally, you would fix the stretching you see inside the TCE versus editing the texture bitmap. (although obviously you could do either) If you select the surfaces that are warping, then scale them in the TCE you can adjust them so they no longer warp. One trick a lot of people use is to apply a checkerboard texture while you are building your UV map. A checkerboard can help you visualize how much texture space a surface is consuming--the smaller the checkers, the more texture space on the bitmap. In addition, a checkerboard can help you see if your map is distorted. You want each checker to appear as a perfect square. If they are non-square, you'll want to select the surfaces and scale them in the TCE until they are, or choose a different projection. As far as borders and seams, it's mostly a matter of lining it up very carefully. If you snap two parts of the map together in the TCE it will prevent a seam along that edge, so the more you can stitch together (within reason) the easier it is. The most difficult projects are ones like the corners you show on your image. Again, often you can just stretch them in the TCE to fix the problem, but occassionally you will need to re-map just those surfaces. Sometimes an non-planar projection, such as a cylindrical projection, will work. Otherwise, another trick is to temporarily rotate the model so that you can get a clear planar projecton on those faces. i.e. Rotate the model 45 degrees so the surfaces in question face the camera directly; planar map the surfaces from the camera direction (top/bottom/left/right/etc.); then rotate the model -45 degrees back to its original position. Once you have the faces mapped, inside the TCE move the surfaces into position and snap them together with their neighbors. |
3rd June 2009, 03:47 PM | #3 |
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Re: Looking for Tutorial on texturing/preparing UV maps
Here are a couple of different checkerboards.
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3rd June 2009, 05:24 PM | #4 |
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Re: Looking for Tutorial on texturing/preparing UV maps
Thanks for your indepth reply. Very usefull information there for me.
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4th June 2009, 04:29 PM | #5 |
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Re: Looking for Tutorial on texturing/preparing UV maps
Hi all,
i've a simple question, where i am in the TCE, is there a way to select a face in the TCE windows and see the face selected in the AC3D windows? for example, if in the AC3D windows i select all face then go to the TCE windows and I select a face in the TCE windows, all the faces in the AC3D windows stay selected. attached a screenshoot. I've an other important question, i'm searching the equivalent function of 3DS MAX: in 3DSmax you have in the Unvrap UVW modifier the function "flatten mapping" this do a unfold flat of the face. how can I find the same function. thanks in advance. David |
9th June 2009, 07:38 AM | #6 |
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Re: Looking for Tutorial on texturing/preparing UV maps
there is someone who could help me about my questions before?
thanks a lot in advance |
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