UV Map examples?

UV Map examples?

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TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

UV Map examples?

Post by TheBigPK »

Could someone post some examples of how you've done UV maps? Er Heres what I'm trying to ask for advice on kinda:
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I was wondering how other people are placing things on UV maps like this. Mine is clearly not utilizing the entire space... oh the model is a remodel based on the Nox bomber in FF. The texture is all kinds of phail I was just kinda screwing around
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rattle
Damned Developer
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Post by rattle »

Try out the stich (edge mode), chart to X/Y (also edge) and flip (object mode) functions in the UV mapper.

Try to assign the same UV space for the wings for example. Use the move to center function after chart rotating and flipping them so they lie on top of each other. Then move them out of the way. Once you have dealt with mirroable objects, resize important parts such as the body so it uses up half of the UV map, then put the other stuff on the other side resizing important parts first or scaling some parts down (i.e. bottom side of a tank) until you run out of space.
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SinbadEV
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Post by SinbadEV »

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aGorm
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Post by aGorm »

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this is resonable space usage... could be better now im better .

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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Yes I know, some wasted space there. :P

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smoth
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Post by smoth »

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smoth
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Post by smoth »

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rcdraco
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Joined: 22 Nov 2006, 02:50

waa

Post by rcdraco »

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Sure makes me look bad. Everyone has to show me up. >_<
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Eck, lemme see if I CAN find a good uv map, most of mine are phail, but at least I can texture good >___>

(good being, good.. Not amazing or nothing... Just, good, but not bad, but not godlike.. In the middle? I dunno, don't blow it out of proportion and say I am trying to say I myself am good, for certain, that would be false)

Oh, I got an idea, HOW NOT TO MAKE YOUR UV MAPS! >___>

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MR.D
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Post by MR.D »

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smoth
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Post by smoth »

WOW, nice gun MR.D!
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Otherside
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Joined: 21 Feb 2006, 14:09

Post by Otherside »

imo that gun shud replace the big bertha model :D

lol on a serious note its great ;D
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TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

Post by TheBigPK »

Try out the stich (edge mode), chart to X/Y (also edge) and flip (object mode) functions in the UV mapper.

Try to assign the same UV space for the wings for example. Use the move to center function after chart rotating and flipping them so they lie on top of each other. Then move them out of the way. Once you have dealt with mirroable objects, resize important parts such as the body so it uses up half of the UV map, then put the other stuff on the other side resizing important parts first or scaling some parts down (i.e. bottom side of a tank) until you run out of space.
^Really, really really helpful!

Thanks, you guys rock :D
Last edited by TheBigPK on 26 Oct 2007, 03:09, edited 3 times in total.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Smoth, Wolf and Mr.D... you make me feel like im wasting space... :(

aGorm
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

lol 8)

Only thing I'm good at is taking something that already exists and building off of that, when it comes to creating something totally new, I lack those skills almost completely.

Think of me as BASF, I don't make the things you love, I make the things you love better :P heh
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

MR.D wrote:lol 8)

Only thing I'm good at is taking something that already exists and building off of that, when it comes to creating something totally new, I lack those skills almost completely.

Think of me as BASF, I don't make the things you love, I make the things you love better :P heh
Come model and tex for S44 :-)
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Smoth, two questions;

could I see the reflection map for the morty? Reflection is working really well for you there, but for me it always seems to be either mega glarey or not at all, rather then a nice reflective sheen.

Also, what steps do you use to get the rounded elements, such as the cog on the side of the morty's leg?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I think Smoth wins for the most efficient uvmap. Wolf comes in a close second.
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MR.D
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Post by MR.D »

Smoth's Uv maps are sneaky, he filled in everything outside of the edges, so you can't see just how much empty space he wasted either :D

<3 Smoth

In all honesty though, as long as everything is pretty uniform to scale and there is minimal stretching, wasted space isn't a huge deal, but its nice to use whatever you can to get a little extra clarity and resolution on the texture area.
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

You should see smoths UV maps for the Tower Defense mod. WOW. I think he regularly got 2-4 turrets on one 512x512 map. Its kinda scary to be honest...
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