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UVW Mapping


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#1 Unknown

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Posted 13 January 2012 - 07:57 AM

I couldn't see any Tutorials standing out but is there a way to do UVW mapping but basically split up parts:
e.g. I have Saruman open, can I have seperate textures:
-1 for his staff
-1 for his cloak
-1 for his shoes, hands and head
Cheers :thumbsupcool:

#2 luh-koala

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Posted 13 January 2012 - 03:22 PM

I think that would be just possible if u use split models for each part (one model + texturemap for the staff, and blablalbla). Sameway, you will have to draw the mapped texture " in the plain" ^^
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#3 Unknown

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Posted 13 January 2012 - 06:19 PM

The problem is, if I split the model up, then the binding will look weird:
If the hands are detached from the arms, then the final model will have a split inbetween if you know what I mean :p

#4 luh-koala

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Posted 13 January 2012 - 06:21 PM

hehehehe, true thing =D but in case of units, for example, u can use armor/cloth parts to cover the bindings.. i think thats pretty much done already. The problem is, how u gonna load a model just for the staff ingame?
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#5 Unknown

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Posted 13 January 2012 - 06:59 PM

I seperated the staff from Saruman because weapons and shields don't make a big difference if they're sub-objects.
So I seperated the staff, made a skin, UVW Mapped it and I can bind it with Saruman :)

#6 luh-koala

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Posted 13 January 2012 - 07:04 PM

Hmmm, sure, make sense =) ( i really tought that would be hard to code it XD) So basically u can create a sub-object for a specific model and put its own texture? Thats so coool.. =D

but, wheres the bigger advantadge? i mean, its easier to manipulate the texture or something? ^^
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#7 Unknown

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Posted 13 January 2012 - 07:07 PM

For me it's easier to do the UVW Mapping, personally.
And the binding is made a bit more simpler.
Whenever I edit a model, I detatch the weapons, cape and shields :p

#8 luh-koala

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Posted 13 January 2012 - 07:26 PM

"you have reached the quote positives for the day"...

So.;.. +1 =D Interesting, but the workload is a bit bigger, nah?

Well, should be terrible to edit a suboject bind'd to another model, so.. =D

Edited by luh-koala, 13 January 2012 - 07:27 PM.

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#9 Kwen

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Posted 13 January 2012 - 11:44 PM

The problem is, if I split the model up, then the binding will look weird:
If the hands are detached from the arms, then the final model will have a split inbetween if you know what I mean :p

That's actually not true, if you separate the sections, but leave them in the exact same spot as they were originally, you can bind the vertices normally for both parts, and there would be no noticeable indication that it is composed of two separate meshes. The only noticeable thing would be that the textures would likely have a distinct line between the arm and the hand, but likely you'd never notice that in BFME.

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#10 Unknown

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Posted 14 January 2012 - 07:25 AM

Oh, because when I was binding Faramir once, I seperated his head from his body and the binding looked like his head wasn't even on his body :p
I didn't move the head or any objects for that matter :p

#11 Irenë Hawnetyne

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Posted 14 January 2012 - 07:31 AM

http://uvmapper.com/

This is probably my favourite UV mapper, but you need it in an OBJ format to map, so you'll probably need to re-bind your model (not too sure about that, I mostly do buildings).

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#12 Unknown

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Posted 14 January 2012 - 08:11 AM

I don't like the format it asks for :p
But thx anyways :)

#13 Ganon

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Posted 14 January 2012 - 12:44 PM

Oh, because when I was binding Faramir once, I seperated his head from his body and the binding looked like his head wasn't even on his body :p
I didn't move the head or any objects for that matter :p


When you separate the model into pieces, you will have overlapping vertices. Just make sure any overlapping vertices share the same bone rig. Then it should be fine.

#14 Unknown

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Posted 14 January 2012 - 09:11 PM

Okay, thanks, but I got it all soughted :)
I was able to find what part of the UVW Map was what :p




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