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Posted: 03 Aug 2007, 15:40
by rattle
AF wrote:How do you guys do all this mirrorin without spending hours and hours on the UV map?
I do my model in wings in around 20-40 minutes then spend several hours on the UV map. And its usually taking different parts and moving them ontop of each other and fiddling the points so they match up better, it gets quite tedious.
a) cut object in half, mirror back together
b) by duplication, i.e. right leg = left leg flipped on X
AF wrote:Is there a quickfix to makign all sides of a cube use the same bit of the uv map without making a single face, uv mapping it then copying and repositioning it 5 times?
Err... that is not a cube, that are 5 individual objects.
When you're preparing the UV map mark all edges for cut. Then just project the UV map and select all faces on the map. Move to -> Center, Scale -> Max uniform, Scale -> Uniform (resize as you like). Now all you've got to do is rotate every single face so they match each other and you're done. You can do that by using chart to X pretty easy, if you've selected the bottom face and then switched to edge mode for example.
edit: And I haven't read what others said before properly again... oh what ever, thank me for repeating it. :P
Posted: 03 Aug 2007, 17:16
by smoth
Pressure Line wrote:yep. relatvely easy

calves mirrored, sheild mirrored, chest mirrored.
both of these models are 512X512 textures and the gelgoog uses a lot of mirroring.
Posted: 03 Aug 2007, 18:21
by aGorm
Im so jellous of your tallent...
aGorm
Posted: 03 Aug 2007, 19:03
by Neddie
Join the club, aGorm.
Posted: 03 Aug 2007, 20:45
by LathanStanley
yes, he has mad skillz
Posted: 03 Aug 2007, 20:57
by smoth
LathanStanley wrote:yes, he has mad skillz
says the man who did these... mad skills /me points at lathan.
I just do a nice job. Nowhere near professional level.
Posted: 03 Aug 2007, 22:11
by Argh
Argh, use more shading! That thing looks like a rusty, blurry mess of random lines.
I used some preshading and stuff, but that's why I went ahead and posted the fullbright from UpSpring, even though it shows just how awful the skin really is- it doesn't look quite as bad in the engine, but that's because of the shadows and shading.
Dude, I'm tellin' ya... it's the map. The individual parts of the skin weren't really that bad, just lost so much because of resolution issues, due to the map not being done well, that the final results are just plain horrible.
Would it be helpful for everybody who's still new at this, if I did a step-by-step analysis and actually mapped it well? I did that for the Strider, but this is actually a simpler model, so it might teach more.
Posted: 03 Aug 2007, 22:31
by rattle
Argh wrote:Would it be helpful for everybody who's still new at this, if I did a step-by-step analysis and actually mapped it well? I did that for the Strider, but this is actually a simpler model, so it might teach more.
Exactly. Dude, would it be possible for you to rewrite that tutorial about cloning/mirroring? It made me do better and more efficient UV maps and actually got me started.
Posted: 03 Aug 2007, 23:26
by AF
I think a lot of people would learn from that but tbh you already did that then took down the article in the middle of a big edrama. Ironically most of the people who've posted modls or commented here in the last wek learnt howto do all that after you removed the article, and by pestering people in the know for answers.
Posted: 04 Aug 2007, 00:30
by Pressure Line
Maelstrom wrote:Even easier, use the Rotate->Chart To X/Y to rotate things exactly.
Another way, split the model in half right down the center line. Delete one half. UV map the remaining half, and mirror the object to make it whole again. Perfect mirroring.
indeed, but depending on the texture to be applied (the assymetrical camo im using for UP for ex) mirroring can look horrible
Posted: 04 Aug 2007, 00:33
by Pressure Line
Argh wrote:Would it be helpful for everybody who's still new at this, if I did a step-by-step analysis and actually mapped it well? I did that for the Strider, but this is actually a simpler model, so it might teach more.
imo you lost all rights to complain about my uvmap when your reply to "you should probably redo the uvmap its pretty bad" was "nah cant be bothered"
Posted: 04 Aug 2007, 08:29
by rattle
Honestly, you could have just supplied the unwrapped model then. It's even less work.
Posted: 04 Aug 2007, 14:26
by Argh
imo you lost all rights to complain about my uvmap when your reply to "you should probably redo the uvmap its pretty bad" was "nah cant be bothered"
What "rights" are we talking about, here? Your "rights" to have me do a job for you, for free? <shrugs>
At any rate, if I'm going to bother doing that, I should just redo the whole model, frankly, and make a showpiece. I have something more important to get done over the next few days, but I'll come back to this Monday-ish, and do a complete tutorial, which can then be put into the Wiki.
Posted: 04 Aug 2007, 14:29
by AF
blah both of you shutup before this thread turns into a minor flamewar.
Posted: 04 Aug 2007, 15:28
by Dragon45
fuck you all
Posted: 04 Aug 2007, 20:15
by smoth
I LIEK PIE!
Posted: 05 Aug 2007, 01:48
by rattle
PIE IS 3
Posted: 05 Aug 2007, 03:05
by Pressure Line
smoth wrote:I LIEK PIE!
MMM PIE
Posted: 05 Aug 2007, 03:10
by Snipawolf
Wtf..
I have no skillz..
Smoth, you better hope I don't eat your brain from your skull with a spoon...

Posted: 05 Aug 2007, 05:38
by Argh
Oh, ok, I'll resist flame-warring for a minute. I really don't see the point, frankly, PL and I want the same thing here- a nicely-rendered artillery piece.
I'll put up a new article about how to properly divide up a model for uvmapping, using Wings (I still mainly use UVMapper Pro, but I'm using Wings for some things, and it's effective enough for the article's purpose anyhow, to show how to model with mirroring in mind, including some of the trickier stuff, so that people can maybe learn some things here. Plus CA will get a new Cormart (they've given me plenty of GPL LUA code to play with, I figure I should return the favor- I already have the one I've made here scripted for CA- tanks are so easy, lol).
But not until I've gotten done with the stuff I'm working on, so this will be a few days.