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Forum Index - Miscellaneous - UVW Mapping a Droideka

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-Ford
Junior Member
Ford

3 years ago
Hi,

I'm trying to make low poly version of a Droideka like this:
[Link to content.answers.com]

I finished the model and now I'm trying to UVW unwrap it but I'm having trouble finding a good method.

For example, when I try to unwrap the bicep (circled in the picture below) with a planar map and then flatten it in the edit uvws window I get a bunch of trapezoids (as seen below). When I try boxed mapping, or normal/unfold in the uvw edit window it comes out with similar results.

Is there a method I can use that will just unfold all the faces as proper rectangles? I'm having similar problems with the rest of the model; it's mostly rectangular faces.

Note that I'm making this for a game engine that requires the droideka to be uvw unwrapped on all one texture, which is why I have all the meshes currently merged together for easy mapping.

Thanks.



-Tyson
Senior Member
Tyson

3 years ago
What I normally do is go to the subobject level of the unwrap uvw modifier and select faces to be mapped planar within the modifier. With a face or selection of faces selected you can hit the planar button and map them by their averaged normals.

When you have finished grouping everything you can use the pack uvs tool to get everything placed efficiently.

-Ford
Junior Member
Ford

3 years ago
That's what I did though.

-Tyson
Senior Member
Tyson

3 years ago
Well, when you have a face planar mapped you can move the verts around to make them rectangular. If you align the planar map more accurately with the face it will map to a rectangle shape. use the best align button or rotate it in the viewport.
Don't worry too much about odd shaped uvs just paint on there and adjust for any distortions the main thing is to avoid overlapping polygons and to use the uv space efficiently meaning use more space for the areas that will need more pixels in the texture.

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