My unbiased review of s3o - Page 3

My unbiased review of s3o

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

UVWMAPPING FTW!!!!!!!!!!!!!!!!!

Post by smoth »

http://cs.selu.edu/~ssmith/gallery/main ... alNumber=1

http://cs.selu.edu/~ssmith/gallery/main ... alNumber=1

http://cs.selu.edu/~ssmith/gallery/main ... alNumber=2

These are some models I did for a friends project.... with TINY textures. UVW mapping is awesome there is no need for more then one texture. If we could have multiple textures I would want to see it in the form of a texture with an alpha channel to handle the colors.... or just shaders..
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah, that's great. Now how did you get all of those textures to go onto the same map? Here's what I'm doing:

Select object with mouse
Go to modifiers panel
add UVW Unwrap modifier
click Edit
Move stuff around and generally muck about
Deselect object
Select another object
Apply UVW Unwrap modifier
Click edit
Wonder where the hell my previous mappings for the other object went

Now, I can go back to the previous object and view its texture just fine. No problem there. But they aren't on each other's maps. I know I must be missing something really simple. Yes, the same material has been applied to the entire object. What the heck?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:Yeah, that's great. Now how did you get all of those textures to go onto the same map? Here's what I'm doing:

Select object with mouse
Go to modifiers panel
add UVW Unwrap modifier
click Edit
Move stuff around and generally muck about
Deselect object
Select another object
Apply UVW Unwrap modifier
Click edit
Wonder where the hell my previous mappings for the other object went

Now, I can go back to the previous object and view its texture just fine. No problem there. But they aren't on each other's maps. I know I must be missing something really simple. Yes, the same material has been applied to the entire object. What the heck?
Yep. You're missing something really simple.

Objects are unaware of the UVW mapping of the other objects, as is the material itself. So, the mapping for object (a) isn't visible when lining up the mapping on object (b). Both mappings exist, because they're properties of the objects themselves. The material is just where they're pulling the texture data from - they're pulling from a common pool, but ignorant of what other objects are also using that pool.

You did it right. It's done. Now, the only thing is that I hope you made damn sure that object (a) and (b)'s textures don't overlap (unless you want them to) and then make a single texture file that looks good with both mappings... if they don't over lap, this is trivial.

Most often, you'll want to blit the all the mappings onto a single texture file for reference sake. In game, it will look like your model has become a wireframe... but you'll never use that mapping in game, rather you'll use it to design your skin(s).
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Caydr
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Post by Caydr »

It's impossible to see other mappings? :| What the hell? You can't be serious.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:It's impossible to see other mappings? :| What the hell? You can't be serious.
Well, I don't know what app you're using, but that's how it worked back on Max 2 when the process scared me away from modelling. My approach was to screengrab the mapping in progress and dump it into mspaint, recolor it, flood fill the mapped polys, then set it up as my working texture so I could see what I've mapped onscreen.
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Wolfy
Posts: 16
Joined: 20 Aug 2004, 05:27

Post by Wolfy »

The attach button is your friend.
  1. Attach all objects into one
  2. Apply UVW Unwrap
  3. Unwrap the model
  4. Permanently apply the UVW modifier (collapse modifier stack)
  5. Split the single object back into multiple objects as per your animation needs
Done and done. While the model is still a single object, you can screencap the unwrap window or use a handy script called Texporter to get a "template" for the units texture.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

GrOuNd_ZeRo wrote:I agree with Caydr here, 1 single texture is not good enough for a large-high-poly model with LOTS of details.

How big is your texture file Caydr? I personally get stressed out if I only have 512x512 to use for a GUN on a FPS lol.

Here is some of my UV-mapped goodness lol, nothing too fancy...

Image
Hi GZ, your model problem is more on PaintShop work than UV problem...
Actually I got such problem too sometimes...
The most difficult is making convincing metal texture.. I spend several minutes watching my neighbour corroded gate to check what is corrotion color, bump etc....
Fortunately my neighbour dont see it (otherwise he will consider me crazy)
ps : I got good pic of F-22 (bottom part, weapon bay open!)
gonna send u soon if u not yet having it
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
Image

these are some texture maps from the project I am helping with I hope these will illustrate how you get multiple "textures" on a model.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

maestro wrote: Hi GZ, your model problem is more on PaintShop work than UV problem...
Actually I got such problem too sometimes...
The most difficult is making convincing metal texture.. I spend several minutes watching my neighbour corroded gate to check what is corrotion color, bump etc....
Fortunately my neighbour dont see it (otherwise he will consider me crazy)
ps : I got good pic of F-22 (bottom part, weapon bay open!)
gonna send u soon if u not yet having it
Yeah I agree there, I'm not a wsih with Paintshop but we get along :P

That picture of the F-22 bay would be great! I do admit I left that detail out because I was a little too lazy to add it after all the work on the top half lol, I do want to add the bays...and have them open and close (I know, a detail that probably will go unnoticed by the bulk of the players)

Thank you for the constructive crticism Maestro :) that REALLY helps.
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Wolfy wrote:The attach button is your friend.
  1. Attach all objects into one
  2. Apply UVW Unwrap
  3. Unwrap the model
  4. Permanently apply the UVW modifier (collapse modifier stack)
  5. Split the single object back into multiple objects as per your animation needs
Done and done. While the model is still a single object, you can screencap the unwrap window or use a handy script called Texporter to get a "template" for the units texture.
Ahh! See, if this works, you won't hear any more bitching from me. Until the next thing. (Speaking of which, what's the deal with there only being ONE low-res explosion effect but an unlimited number of hi-res ground scars?)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

please can u program it for us :D

maybe u should post it on sourceforge,,,
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Entirely offtopic but cool nonetheless, do you people ever check out http://www.cgtalk.com? They have got such totally incredible art there, makes you realise that really the limits are endless when it comes to computer graphics :)
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Caydr, when texturing with max, apply all your textures to the faces they belong on to begin with, then follow the steps that Wolfy said:
1. Attach all objects into one
2. Apply UVW Unwrap
3. Unwrap the model
4. Permanently apply the UVW modifier (collapse modifier stack)
5. Split the single object back into multiple objects as per your animation needs
That should take care of your problems, if not, then download the wonderful Max tutorials and learn how it works.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

W00t. Just found a way to elminate my mesh errors ^_^ Thanks for those tips, I no longer appear to have a problem.

Hm... one thing. How do I split my objects back into the way they were before?

~~

Wait, think I got it.
Last edited by Caydr on 18 Nov 2005, 00:25, edited 1 time in total.
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Wolfy
Posts: 16
Joined: 20 Aug 2004, 05:27

Post by Wolfy »

Caydr wrote:How do I split my objects back into the way they were before?
Switch to the element or polygon level, select the stuff that's in each object. Then simply click the Detach button. Make sure Detach To Element and Detach As Clone are NOT selected.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Zaphod wrote:Entirely offtopic but cool nonetheless, do you people ever check out http://www.cgtalk.com? They have got such totally incredible art there, makes you realise that really the limits are endless when it comes to computer graphics :)
Yeah, i am a regular there for years (and have the leather bound limited edition expos├â┬® books).

Especially the game art wip forum there is worth a read (links to tutorials, tips how to model WELL (like edge design, mesh optimisation, modelling-from-bluepring step by step guided, ect)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

GrOuNd_ZeRo wrote:Well Agorm, like I SAID before, there is no use to even include that detail because the models in the original game didn't even HAVE ANY of those details, mine are 100% more detailed than the original Rainbow Six: Rogue Spear ones!

Sure I could have included it, it's easy enough, but like I said, there was no point so I just made this little detail part of the texture.

I have done a much better job than most of the people making those cheesy weapon mods for god damn Rogue Spear AND Ghost Recon which are so incredibly cheap, they use pictures like I did and only texture the sides, the rest is wrapped around the model :shock:

I am NOT a poor UV-mapper, I just didn't feel like adding these details on that game.

LIKE I SAID, it was NOTHING FANCY, I could have done ALOT better but I don't have the time to add these details, I have a life, I have a wife and i'm busy with immigration procedures, on top of that I have TA:WD that I dedicate alot of time in developing (which have weapon models for infantry with excessive details that can only be seen in spring fully zoomed in).

What teh hell GrOuNd_ZeRo?! Why are you suddenly being an obnoxios idiot?
1) you never mention what game they were for, just FPS.
2) You were using it originaly as an argument to say why you could not texture a huge ship in this way. Because of such he was mearly pointing out that you could just make a more detailed model insted, and you slate him and used the words "have a nice day" liek some dort of ultimatum as if you'd won. The reason he was pointing it out was a way of pointing out that you could hence make a more detailed ship model, and hence could use a lesser texture.

I never slated your moddels and I certainly didn't expect that retort!

And finaly, dont you think maybe all of us have lives? What, you think I just sit on here all day? Grrrr, you made me annoyed.

aGorm
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

And now... sorry for being grumpy and bring it back up... clciked reply without looking to see if there was much else posted yet...

aGorm
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