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Uvw mapping


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#1 turbinator

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Posted 14 September 2006 - 03:22 PM

Not sure if this is in the right place but as its to do with skinning i placed it here, ok i just wanted to know if someone could give me help on how to unwrap my mode,l so as that i unwrap it flat, so its easy to skin. Thanks in advance.

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#2 Bart

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Posted 14 September 2006 - 06:23 PM

do the official 3ds max unwrapping tutorial
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#3 turbinator

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Posted 14 September 2006 - 07:02 PM

thanks where can i find this and also is tehre anyway of lowering the polys of something without deleting anything?

#4 Nertea

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Posted 14 September 2006 - 07:18 PM

Poly lowering techniques:

1) delete unseen faces
2) weld "doubled" vertices
3) use primitives with lower segments
4) use splines with lower interpolations.

Mapping is really mainly a matter of practice... one thing I try to do is create a black/white checker texture (procedural is better but a photoshop created one works), then I apply that to the model. Since the checkered parts are really well defined and in simple shapes, you can easily tell where any stretching or misaligning is happening.

Another tip - if you're doing complex remapping, it could be useful to detach parts of the model so you can work on them seperately... say arms for example.
Oh, and of course if you're mapping a symmetrical model, no use in having more than half of it to work on. Delete one side and mirror (instance) it so the changes are applied to both sides while you only need to work on one.

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#5 turbinator

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Posted 14 September 2006 - 07:24 PM

thanks for the tip nertea i will report back if i need any help

#6 Bart

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Posted 14 September 2006 - 08:22 PM

and mirror (instance) it

wouldn't it be easier just to apply a symmetry modifier to it?
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#7 Nertea

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Posted 14 September 2006 - 09:59 PM

I prefer to mirror the model, because if you accidentally (or purposefully) collapse the stack you'll be in a spot of bother. I tend to do that often, especially when mapping.

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#8 Kwen

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Posted 15 September 2006 - 12:49 AM

i've found UVWng tricky sometimes, but the basic outline on how to do it is kinda self explained at least i think it is...

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#9 Fingulfin

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Posted 15 September 2006 - 12:56 AM

Not if you are new to it. It took me a while (while I was still learning the basics of modeling) to understand what it was, but when I did, it turned on like a light bulb, and everything became remarkably clear :)
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