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UVW unwrap, help plz...

07-17-2003, 11:07 PM#1
Monkeyburger
Hi
This is the first model I've unwrapped and I don't know whether this is too much stretching on the skin as seen by the checkers. I'm trying to make large blocks of skin like the warcraft skins I have seen from the game, but this results in the stretching shown. Is this acceptable for an unwrap? Your opinion would be GREATLY valued! Thnx.
07-17-2003, 11:19 PM#2
1000FootKrutch
owww my eyes it hurts

well im still learnin to model.

i think im pretty good at modeling now.. not pro but good

but im stuck on animating and get the model ingame cuz with milkshape you can just put skins on straight to the model

check out my frog head i did in the model gallery : p

i think its fine?
07-18-2003, 01:56 AM#3
MasterSlowPoke
No, that looks like it will seriously distort your skin.
07-18-2003, 07:49 AM#4
Monkeyburger
Ok, thnx. But do you have any suggestions as to how I could make it better? Do I use smaller numbers of faces in each patch?
07-21-2003, 06:28 AM#5
KDEWolf
Well you might get help on this on modeling forum. CitizenSnips and those guys know all about wrapping. On skinning forum we work with the artistic and conceptual part of the skins.

[MOVED]
07-22-2003, 07:34 AM#6
CitizenSnips
No that's not too much stretching. You only have too much stretching when the checker boxes start to form long rectangles or bars. They all look fairly uniform so I'd say it's good. However you might be able to better see the stretching if you turn max's realtime texture resolution up or perhaps use larger checkers because the texture artifacts are causing a lot of distortion themselves. Also try changing the filtering from nearest look up to cubic or linear. With those things set you should get a much sharper checker material and you can spot even finer texture stretching.
07-22-2003, 08:17 PM#7
Buster
The best tutorial I've ever found about UVW Unwrapping is here . It helps a lot! ;)

~Buster
07-22-2003, 09:51 PM#8
Targash
I find these tutorials very useful
http://www.planetquake.com/polycount...ed/tut01.shtml
and
http://www.planetquake.com/polycount...ed/tut02.shtml

And if you need to know how to have multiple uwvs on the same object check this thread.
http://www.wc3campaigns.com/forums/s...threadid=22907
07-22-2003, 11:54 PM#9
MasterSlowPoke
The best low pol tutorial I have seen is here:

http://jozef.3dpixel.org/
07-23-2003, 05:14 AM#10
Triceron
I advise using real checkerboard patterns, preferrably a numbered pattern so you know what stretches, and where on your texture map it's stretching (by the number). You could always hook up a simple checker pattern to set things right, then use a finer checkerboard pattern (one with more squares) to set in detail.
07-28-2003, 11:34 AM#11
Monkeyburger
Cheers everyone for your help and keeping us in the right direction, especially Citezensnip. I've finnally unwrapped the damn thing, now time for the skinning!

One last question, how large should my texture map outputted from textporter be? Is around 1200 by 1200 ok?
07-28-2003, 04:39 PM#12
ChoboMapper
export at 512/512 and resize it to 256/256 when your done skinning.