UV Mapper needed!
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UV Mapper needed!
Despite my best efforts I cannot get one of my units to UV map at all, let alone properly.
I know this is a small task so it would be appreciated if someone could help me out here.
The model is built in truespace 3.2 but is availble in .cob, .dxf, or .obj whichever one would prefer, the model is about 1k faces.
Thanks in advance,
WhiteHawk
I know this is a small task so it would be appreciated if someone could help me out here.
The model is built in truespace 3.2 but is availble in .cob, .dxf, or .obj whichever one would prefer, the model is about 1k faces.
Thanks in advance,
WhiteHawk
hehe UV-mapping is probably the most boring part of modeling lol asking someone else to do it for you... i wish
Anyway asagorm sais and he makes great textures, wings3d work for UV-mapping. But somethime I feel like an idiot for not takeing the effort to find and learn something that's more advanced. Like when im gluing together vertexes (for example when u want two sides on the unit have the same texture) by using scale and clicking 5 times per vertex becouse hotkeys dont work in the UV-editor for some reason. But Im to lazy and just stick with the simpleness of using one program that I alredy use for modeling. (better UV-editors can for example glue together vertexes close enough by itself altogether). Also, doing it the manual old fashion way without program doing much for you is often the best way in the end anyway.
Anyway asagorm sais and he makes great textures, wings3d work for UV-mapping. But somethime I feel like an idiot for not takeing the effort to find and learn something that's more advanced. Like when im gluing together vertexes (for example when u want two sides on the unit have the same texture) by using scale and clicking 5 times per vertex becouse hotkeys dont work in the UV-editor for some reason. But Im to lazy and just stick with the simpleness of using one program that I alredy use for modeling. (better UV-editors can for example glue together vertexes close enough by itself altogether). Also, doing it the manual old fashion way without program doing much for you is often the best way in the end anyway.
I didn;t realise it was that mcuh hassle....
I was reading the tutorial on here at
spring.clan-sy.com/wiki/Units:CreateModel
and thought it would be fairly easy, only problem is I can't get it to work in the slightest
I'm not even entirely sure I know what I'm supposed to be ending up with. So I was wondering if someone else could provide me with the Image Ic an use to texture, but nvm. The models is fairly complex about 1k polys so it'd probably be a bitch to do.
Thanks for the responses though.
I was reading the tutorial on here at
spring.clan-sy.com/wiki/Units:CreateModel
and thought it would be fairly easy, only problem is I can't get it to work in the slightest

I'm not even entirely sure I know what I'm supposed to be ending up with. So I was wondering if someone else could provide me with the Image Ic an use to texture, but nvm. The models is fairly complex about 1k polys so it'd probably be a bitch to do.
Thanks for the responses though.
Start with something simple like a cube so you get the basic idea. Complex models are naturally a huge pain to UV-map. If your not careful when modeling it's easy to end up with stuff thats almost impossible to UV-map sensibly. You will realise what works with experience.WhiteHawk wrote:The models is fairly complex about 1k polys so it'd probably be a bitch to do.
Uv mapping is about:
1: cutting up the model, this take experience to get right, many things to think about.
2: get the polygons in a nice shape on the UV.. trying to avoid stretching and stuff...
3: size the different stuff so you get more detail in some locations you need it.
4: get all the UVs to fit together in a square and waste as little space as possible.
Remember that you can add small details and depth with the texture, so don't model little complex details, add them on the texture instead. Those are what will give you the most headache when UV-mapping.
Last edited by Zpock on 13 Apr 2007, 23:41, edited 1 time in total.
Re: UV Mapper needed!
heh..wow. I thought I was the only one who used that program still >_>WhiteHawk wrote:truespace 3.2
...don't use it for spring like I do, it adds like 4 extra steps to the process.
Zpock, I like Wings3d more then uvmapping when I used max 6. However, it is tedious getting that optimal uv map. Use what is comfortable to you. Mods are a hobby thing anyway, some of us are bit more into their hobbies and work on them for near three years. There are others who pass them off to others etc.
do what makes you feel comfortable.
whitehawk, there is a glut of mods compaired to the community size and many new ones starting at least weekly. Around here, asking for someone who can texture is like asking for water in a desert. It is there in small amounts and demand is high. This thread would have been better posted in modeling as there are a few gents looking to texture somthing but give pics for goodness sake.
My advice is to grab wings3d it is free and legal, try uv mapping in it and move from there. that way you can start putting together a prototype with a prototype you are more likely to grab attention for someone to seriously help you out.
do what makes you feel comfortable.
whitehawk, there is a glut of mods compaired to the community size and many new ones starting at least weekly. Around here, asking for someone who can texture is like asking for water in a desert. It is there in small amounts and demand is high. This thread would have been better posted in modeling as there are a few gents looking to texture somthing but give pics for goodness sake.
My advice is to grab wings3d it is free and legal, try uv mapping in it and move from there. that way you can start putting together a prototype with a prototype you are more likely to grab attention for someone to seriously help you out.
The first sentance dosn't make sense? I agree it's tedious. If only hotkeys flouring worked in UV mode of wings for example and flatten worked on separeate objects so I didnt have to do stupid select-rightclk-scale-uniform-type-in-0-enter to put two vertices in one spot... would save me so much clicking...smoth wrote:Zpock, I like Wings3d more then uvmapping when I used max 6. However, it is tedious getting that optimal uv map.
sorry:Zpock wrote:The first sentance dosn't make sense? I agree it's tedious. If only hotkeys flouring worked in UV mode of wings for example and flatten worked on separeate objects so I didnt have to do stupid select-rightclk-scale-uniform-type-in-0-enter to put two vertices in one spot... would save me so much clicking...smoth wrote:Zpock, I like Wings3d more then uvmapping when I used max 6. However, it is tedious getting that optimal uv map.
Zpock, I like uvmapping in Wings3d more then uvmapping in max 6. However, it is tedious getting that optimal uv map.