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Vehicle UVW Texturing
show user profile  Lukis
Hello guys,

I've got a problem with car texturing. I tried to texture it using UVW Map - Cylinder, but some eges are textured really bad. The second thing is that cylinder can't texture rear and front of vehicle. Can you help me, please? :)


read 852 times
1/14/2014 6:41:09 PM (last edit: 1/14/2014 6:41:09 PM)
show user profile  RedStar
If you want to do it right you have to unwrap the model manually. Car isn't a cylinder shape, its a sexy curvy object with unique shapes all around.
read 845 times
1/14/2014 6:42:47 PM (last edit: 1/14/2014 6:42:47 PM)
show user profile  Lukis
I mean something like this

Isn't there any tool?
read 838 times
1/14/2014 6:49:28 PM (last edit: 1/14/2014 6:49:28 PM)
show user profile  Sangre
Unwrap UVW modifier is your friend. UVW Map is for basic shapes.
read 835 times
1/14/2014 6:51:47 PM (last edit: 1/14/2014 6:51:47 PM)
show user profile  herfst1
That's not the best layout. You have soooo much wasted space. if you're doing decals you're going to want that car body as large as possible. At the very least, have the nose and tail touch the edges of the map.

And you're going to have issues with materials merging unless you separate them out a bit to give you room to edit and not have them bleed, also might be good to dump similar types of materials, like glass, for instance, onto separate maps.
e.g. the metal body, rubber seal and windows will blend into each other, the diffuse, specular and alpha will be fucked unless you go super high res on your maps. Sure, if you're going to be doing some LOD's later on if it's for a game, you'll want to try and maintain the body shape as much as possible so there would be little you could do about the rubber seals, even so, you'd still want to put the glass on a separate map, save's on alpha space too.
read 828 times
1/14/2014 7:30:20 PM (last edit: 1/14/2014 7:30:20 PM)
show user profile  herfst1
This is an alright layout, sort of. Still room for things like rims and exhausts and the engine and shit. Would also dump all the lights into a map. Could put it with the rest of the glass, whatever you like.

read 822 times
1/14/2014 7:56:01 PM (last edit: 1/14/2014 7:56:01 PM)
show user profile  Lukis
I can do it this way. I need to have combined roof and side. But I have problem with this part, there is stretched texture.

read 819 times
1/14/2014 8:57:06 PM (last edit: 1/14/2014 8:57:06 PM)
show user profile  herfst1
No. All wrong. Go and study unwrapping.
read 815 times
1/14/2014 8:59:41 PM (last edit: 1/14/2014 8:59:41 PM)
show user profile  Lukis
I didn't find any properly done tutorials..
read 813 times
1/14/2014 9:03:59 PM (last edit: 1/14/2014 9:03:59 PM)
show user profile  herfst1
Then you didn't even try. I know for a fact there are tonnes. Here's a good one.

read 806 times
1/14/2014 9:05:10 PM (last edit: 1/14/2014 9:05:10 PM)
show user profile  Sangre
You really shouldn't use the UVW Map when you're already using Unwrap UVW. As herfst said your map isn't very well optimized, but the texture looks really messed up on the mesh.
read 797 times
1/14/2014 9:27:16 PM (last edit: 1/14/2014 9:30:05 PM)
show user profile  FX

Basics, using a car, pretty much everything you need to get started and begin to understand UVW mapping, seams, clusters etc, also saves herfst1 from doing a screencast ;)

You're car should look much better after this, hope your ok with the tut. :)

read 773 times
1/14/2014 11:39:19 PM (last edit: 1/14/2014 11:42:16 PM)
show user profile  donvella
>You really shouldn't use the UVW Map when you're already using Unwrap UVW

These work perfectly well together, especially using channels.

I would highly recommend using a composite map.
1. basic paint material for your car uvw mapped say on channel 1.
2. place decals using a mask (with your composite map). if you have to you can unwrap pieces you need with channel 2. But you could easily uvwmap each decal onto the car by viewport - no ever need to unwrap.

Sometimes its very easy to over complicate a simple process. If your still having issues I might make a tutorial on this topic, as I see people do this time and time again when it could be done in a matter of minutes.

read 772 times
1/15/2014 12:42:22 AM (last edit: 1/15/2014 12:46:28 AM)
show user profile  herfst1
Great post Don. Just finished watching both vids, I'm going to have to try that out. I actually knew you'd jump in, but thought I'd give the other option in case it was for a game model.
read 756 times
1/15/2014 7:46:05 AM (last edit: 1/15/2014 7:46:05 AM)
show user profile  donvella
Good point, game models should be unwrapped. But good to know I suppose - once you uvwmap something you can put an unwrap on top it to see what the uvmap is actually doing. I do this in reverse sometimes to investigate incorrect mapping, weld seams or once upon a time map parralax windows (to give the imrpession of modelled interiors without having to model them).

edit: UV Unwrap and UVW Map are essentially the same thing with different controls. Which is why I suggest learning how to use the channels format. After trying the composite maps, try placing an unwrap on top of your model and have a look at the additional layers in the texture slot available to overlay in the unwrap panel, top right (CheckerPattern).

In the case of the windows, if i had of modelled it I would uvw map each window seperately and randomly applied maybe 8 different interiors. However the model was provided with some 300+ windows, so it was easier to unwrap them all, randomly select 50 windows and stack them each on 8 different textures. All for each purpose I suppose (uv vs unwrap or both together!), I just think unwrapping for a lack of understanding is just plain painful.

read 754 times
1/15/2014 8:07:35 AM (last edit: 1/15/2014 8:17:09 AM)
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