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UV Map examples?
Posted: 19 Oct 2007, 00:41
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:

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
Posted: 19 Oct 2007, 00:58
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.
Posted: 19 Oct 2007, 01:14
by SinbadEV
Posted: 19 Oct 2007, 01:17
by aGorm
Posted: 19 Oct 2007, 01:43
by Wolf-In-Exile
Posted: 19 Oct 2007, 02:53
by smoth
Posted: 19 Oct 2007, 02:55
by smoth
waa
Posted: 19 Oct 2007, 02:57
by rcdraco
Sure makes me look bad. Everyone has to show me up. >_<
Posted: 19 Oct 2007, 04:47
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! >___>

Posted: 19 Oct 2007, 05:01
by MR.D
Posted: 19 Oct 2007, 13:12
by smoth
WOW, nice gun MR.D!
Posted: 19 Oct 2007, 14:51
by Otherside
imo that gun shud replace the big bertha model :D
lol on a serious note its great ;D
Posted: 19 Oct 2007, 22:13
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
Posted: 19 Oct 2007, 23:33
by aGorm
Smoth, Wolf and Mr.D... you make me feel like im wasting space...
aGorm
Posted: 20 Oct 2007, 01:06
by MR.D
lol
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

heh
Posted: 20 Oct 2007, 02:09
by FLOZi
MR.D wrote:lol
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

heh
Come model and tex for S44

Posted: 20 Oct 2007, 02:23
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?
Posted: 20 Oct 2007, 04:13
by SpikedHelmet
I think Smoth wins for the most efficient uvmap. Wolf comes in a close second.
Posted: 20 Oct 2007, 05:13
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.
Posted: 20 Oct 2007, 05:44
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...