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UVMAPPING
UVmapping a model helps a ton when rendering later. Although
this tutorial deals with UVMapper
and Vue, it applies to other programs as well.
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IMPORTANT NOTES:
You will save yourself a ton of hassles if you set
your model up well, before you export it, this means naming items
logically, so you can select them. Also, assign basic materials to
them for ease of selection and judgment. That should be easy to do
in you rmodelling app, you can just select a basic colour and name
the material "pink" or whateve. In UVMapper you can select
objects "by material" so if you've assigned a "ball
bearing" material to all the ball beairngs of a machine, you
can them select all the ball bearings at one time in UVMapper by selecting
that material, which saves time.
UVMapper only works with ".obj" format models,
you must therefore export your model in that format.
Very complex models with many parts can be a pain to work
with , thus see if you can export your model in different logical
groupings, When I made this ship, I exported the hull & decks
as one model, the railings as another etc. I could then UVmap them
easily and import into Vue where they'd all automatically line up
as they were built to scale.
Some programs won't import to scale though and in those
cases, export each group with a box surrounding the entire original
model, as a guide, export the same box with EVERY group of parts,
thus you have precise scale when importing.
Vue (and many other aps like Poser and Bryce) cannot assign
materials by selecting individual polygons, like you can in some high
end renderers, this means you may have to split your model into lots
of parts, so you can assign a material to each one, like "right
hull" "left hull" etc. |
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PART ONE
This is the hull of a fantasy ship I've made in Rhino,
brought into UVmapper. I turned on the "checker" so I
can see how things look: always do this!
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USING THE CHECKER PATTERN
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PART TWO
As you can see, the ship's material
flows along the hull in curves, if I apply a wood plank texture,
for example, it will look all deformed!
And here's the result: indeed, it's twisted. The image also shows
why: check the "UVMAP" on the left of the image, it
shows you how the map has been laid out from the mesh's polygons.
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PART FOUR
The goal in UVMapper, is to get your UVMap to let the checker fit
the object's surface so that a flat image can fit it reasonably
well. Not always possible of course, but you can paint imnages to
fit distrotiosn afterwards if need. You also want the UVmap to be
as large as possible, but stay within square boundaries. You can
keep the object in scale, but that's nor always vital for simple
things like say, a plank.
UVMapper will align the UVmap in a variety of ways,
as if it was projecting the texture onto the surface in one of several
ways:
PLANAR is from front/back, up/down, and left right.
CYLINDER obviously like wrapping the image to a tube, and so on
for other map types. You just select what type and UVmapper does
it for you.
There are some points though: you do want to SCALE THE MAP when
it gives you that choice to keep it in proportion. You also want
to keep the map within the square of colours on the map.
Tips:
- The " = "
equal key will spread the selected object UVMap to fill the square
as best it can, kind of handy, especially if doing lots of objects
you wish eventually to share the same texture for example, pavement
slabs. If you have them all fill the map, and select them all
you can them adjust the UVmap for all, at one time! Thus one texture/material
will fit them all. However, it does lose the exact scaling.
- You can split objects up and map them different ways! Just select
the polygons using the select by facet tool. This lets you map
one area cylindrically, another spherically and so on, to arrange
things as you wish.
- Box mapping is a goodway to split an object up and try
to apply differing mapping types to each part.
- You can select by edge, and then use the " -
" and " + "
keys to spread the object out at the edges, so curving surfaces
don't get smeared at the edges, for example, the bottom edge of
the hull. That can be a tricky business and maybe best after you
pin some facets down, or split the objects UVmap up.
- When working with lotsitems, hide or drag items off the
map, so they don't clutter the screen and allow easier selecting
of things. Remember to put them back in the map when finished!
;)
- When you first load a map up, "SELECT ALL" then hide
them all using the " [
" key, and then deselect, so your worksurface is clear, and
you can work on individual parts from then on, and hide then when
fisniehd working on them.
- The " [ "
and " ] " keys hide
and show selected objects/facets.
- Be aware that say you are mapping 3 decks of a ship, all
to have the same plank texture, you wish them also therefore to
be uvampped to the same proportions! So select and map them all
at the same time, so it's all in proportion. Sometimes this won't
work though, for example on all the railings which spread around,
rather than lie in one plane, and you will need to judge scaling
by hand
- Don'/t use the "split" option unless you need
the parts to have different materials, for example I don't care
much about the inside of the hull, but if you were giving a fancy
wardrobe differing textures front and back, you would..
- If a mesh fills the entire map, say by using the " =
" key, a texture will fit it completely, for example,
you take the front of a cube, map it and hit the "="
key, later on if you apply a standard 512x512 texture, it will
totally cover the object. Which is fine if you want that, but
you way wish to keep the UVmap in scale so it looks sensible on
your model.Again, it can be a process of trial and error. Just
save your model with different name, load it up in Vue, apply
a material that's easy to judge scaling with, like a checker,
wooden planks etc, render, and see what you think of it.
- If you use your UVmap template to paint or collage a texture
in Photoshop, PaintShopPro etc, I'd recommend making a layer filled
with an appropriate colour, like dark brown, below the actual
texture as a "fill".So if you've left any accidental
gaps, or missed an edge, it will fill it in.
- You can fit several different parts onto one UVMap, for example,
I did this fitting the left and right side of the hull on one
map, thus, if you paint a texture, you need less images per model.
You often find a UVMap leaves lots of space, you can add other
parts in...but you don't always have to especially if you wish
to use a simple image on a simple object like a plank.
- You don't have to UVmap every part, again, like the proverbial
plank, though you may find making their UVmap's large, but fit
within the map square, is good, as your modeller mnay have exported
the map very small, or very big and thus textures fit oddly in
Vue
There is a lot of trial and error involved in learning this
process and there's no easy rules!
When you've got the map looking reaosnable, save the model, and
if you wish, save the "template" the template is the UVmap
so you can paint on ti to get precision, next image shows the hull
UV map of the ship, and you can see the deck is UVmapped to.
UVmaps can also be used to create precise specular, reflection or
"dirt" maps.
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THE DECKS ALL MAPPED AT SAME TIME, TO SCALE,
SO THEY ALL ALIGN PRECISELY WITH ANY TEXTURE MAP
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THE FINAL HULL IN UVMAPPER
(lower section is the underside of the hull split off, so it maps
neatly)
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UVmapper is copyright Stephen L Cox, and my
thanks to him for making such a cool and useful program! :)
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