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UVing a detailed model
show user profile  YoungMoney
Hello forums!

First post here, as I've recently run into a wall/problem that is jading my motivation and significantly hindering progress. My concern is in regards to laying out the UV's for the several polygon dense compartments that are included in my model. The model is completely modelled in 3ds Max 2013.

So my question is whether there's any other approach to doing this or is the way I'm familiar with (using the UV editor to lay out the separate parts using pelt and planar mapping) the one and only way?
Is there any shortcut I can use to simplify the process, such as using the UV tools of another program such as Zbrush or maya? I'll be desperate to add some textures once I'm done with the final tweaking and detailing.

Renders are very sloppy, but the point is only to provide a somewhat clear understanding of the model, it's different compartments and details :)

Answers are greatly appreciated, thanks!


read 637 times
7/29/2015 9:52:21 AM (last edit: 7/29/2015 9:53:40 AM)
show user profile  gogodr
Doesn't looks really hard to do since you have all the parts separated and there are many places where you could hide the seams. That being said, it really looks tedious to do. It is a fairly complex model.

Hello there

beautiful ;3

read 631 times
7/29/2015 10:11:32 AM (last edit: 7/29/2015 10:11:32 AM)
show user profile  sheheryar_noor
why don't you it manually? stitching, point to point seams, unfold strip from loop you can use these option and you will have a nice unwrapped model
read 609 times
7/29/2015 1:29:31 PM (last edit: 7/29/2015 1:29:31 PM)
show user profile  YoungMoney
Okay thanks guys for the replies! I just felt the whole process is going to be very time consuming, but I guess that's just how it is :)

I'll just get to work with manually UVing it as you've suggested :)

UVmapping such a model for me personally almost translates to hard labor work, but in digital form of course haha!
read 607 times
7/29/2015 2:47:41 PM (last edit: 7/29/2015 2:47:41 PM)
show user profile  msimecek
if you want to go a different route.. you might look at unwrella.

i've used it a little, it seems to be much faster
read 589 times
7/29/2015 5:22:59 PM (last edit: 7/29/2015 5:22:59 PM)
show user profile  LionDebt
Depends on end goal. And desired resolution.

But yeah, divide the model into logical parts.

"Unwrap each one"
1. Uncheck "Normalise" - this will give you each unwrapped 'part' of the mesh as unbiased and unscaled.
2. Position each UV island so that you're left with a square (efficient texture space is the goal here).
3. Then scale it up or down so that it fits in the UVW 'layout' square.
4. (why we uncheck normalise) - when you're scaling your UV islands you can decide whether to devote more or less texture space to certain parts on your mesh. Eg. if I'm unwrapping a face I'll give 20 to 30% more texture space for the eyeballs than for the skin.

Hide the seams of course if you're able to. There's an excellent (if slightly out of date) article on Gamasutra for eliminating texture seams.

zBrush, Unwrella, even Flatiron (scene baking) all offer varying degrees of automatic unwrapping. But in my experience of using them, there's always some manual adjusting going to happen within 3DS Max.
read 566 times
7/30/2015 11:11:32 AM (last edit: 7/30/2015 11:19:54 AM)
show user profile  sheheryar_noor

or Use Head UVs
read 555 times
7/30/2015 3:28:16 PM (last edit: 7/30/2015 3:28:16 PM)
show user profile  YoungMoney
Thanks alot guys! I'm definitely going to give these new techniques a try, urwella seems really cool and I hope it works well with me and my current model.

I really appreciate the help, finally some new ground to explore, that will actually help with my progress aswell. Cheers :)
read 549 times
7/30/2015 4:23:34 PM (last edit: 7/30/2015 4:23:34 PM)
show user profile  msimecek
if you use unwrella you can do it two different ways.

1.quickly unwrella each piece of your model (this way unwrella will create it's own workable, but random seams)
2. use unwrapUVW to create the seams first (where you want them) and then transfer those seams to unwrella

both work but the second option takes longer but produces better results.
read 525 times
8/1/2015 5:24:53 AM (last edit: 8/1/2015 5:24:53 AM)
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