Critical Mass :: 3D Action Puzzle Game

Don't Like Ad's?
Click Here


Forum Index - Miscellaneous - Texturing: UVW Map to Unwrap UVW

There are 1 replies to this topic ShareIt! Text-To-Speech





-Digee
Junior Member
Digee

4 years ago
I'm new to the Forum, so firstly: Hello everyone smile.gif

I am in a bit of a situation at the moment while texturing, which is not my strong point, infact I havent used Unwrap more than a few times on basic objects. But I'm currently working on a character with a high poly face. I used a photo as a reference, by putting it on a UVW Map modifier projected as a plane. Now I am looking to use Unwrap UVW, without losing the main facial part of the projection.

Really, I'd like to know if there is a way to take a model that already has a map projected onto it, and to render the 2d UVW map as you normally would before importing to image editing software, except with the current map on it. This is so that I can just edit the side of the face/back of the head where there are errors.

The main problem is that the face appears on the back of the head too! and the sides where the texture is stretched out look really ugly.

This is for a Uni project, and I am really low on time now, so any help is appreciated as how to best pull this off without having to start the entire UVW Unwrap process from scratch.


-Tyson
Senior Member
Tyson

4 years ago
I'm a little confused but I think you are saying that you mapped a 2d bitmap of a face onto your model using planar projection from the front and you are getting stretching down the sides.

The quickest way to get Uvs that go around the curve of the face is to use a cylidrical uvw map and then unwrap and export a uvw template. in photoshop you can edit the bitmap to fit your template.

Or, you could add another planar map to cover the sides and set it to mapping channel 2. Paint your texture then blend between the two mapping channels using a gradient ramp. That is done by using a mix map, having your first front image set to channel 1 and your second side image set to channel 2 and your gradient ramp in the mix amount.
That method is a bit hard to get your head around at first but its really powerfull for fixing up seems and stretching in your uvs.


Top

Critical Mass :: 3D Action Puzzle Game

Don't Like Ad's?
Click Here