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Thread: UV Map Workflow Questions

  1. #21
    Master Gunnery Sergeant Meatball0311's Avatar
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    Quote Originally Posted by b00ce View Post
    First off, you need to create two animation keyframes. This allows you to fillet your model, without destroying it.
    I create two keyframes 0.000000 and 0.100000. I then use keyframe 0.100000 to copy and paste the model into pieces for UV Mapping. When I am done, I delete keyframe 0.100000 and 0.000000 and hit ctrl-A to select the model. I then merge near to the 0.0001 level. Everything works fine, but the problem that I am having is now the face count has doubled. How do I remove or merge the extra faces? or does it not matter?



    What is the difference between exporting into .emf or .wmf formats?
    Quote Originally Posted by b00ce View Post
    Make sure all of the faces are inside one of the boxes; once you're happy with it hit file -> Export and save it in your model folder in the P: drive, for the sake of keeping things together, it doesn't matter where... yet.

    Next, open the .emf file in MS paint and save it as a .png so you can open it with the texturing program of your choice. (For some reason, Paint.net doesn't recognize EMF or WMF formats)
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  2. #22
    Master Gunnery Sergeant b00ce's Avatar
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    You're not supposed to copy the faces, you're supposed to use the "Split" function. Basically this splits the selected points/faces from the overall object. You need to bind a custom key for it.

    As for the difference between EMF and WMF, I have no clue.

  3. #23
    Master Gunnery Sergeant Meatball0311's Avatar
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    Quote Originally Posted by b00ce View Post
    You're not supposed to copy the faces, you're supposed to use the "Split" function. Basically this splits the selected points/faces from the overall object. You need to bind a custom key for it.

    As for the difference between EMF and WMF, I have no clue.
    Thanks for the clarity and I will definitely try that out.

    ---------- Post added at 11:47 AM ---------- Previous post was at 10:09 AM ----------

    Well I learned something new that would help me out, but it still doesn't solve the issue that I am having. It seems that when you use this method (Split Topology), it leaves creases or lines in the sections that have been split, and those lines show up in the textured model. It is just annoying having those lines and the other method that I was using made it look like one whole texture with no lines. However, it increases the amount of faces and aren't faces polygons?

    So, my question is are faces polygons? and if so how do I cut them down?

    According to the O2 Manual:
    Polygon – planar surface with any number of edges
    Face – in O2 faces can be triangles or quads

  4. #24
    First Lieutenant PuFu's Avatar
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    Quote Originally Posted by Meatball0311 View Post
    So, my question is are faces polygons? and if so how do I cut them down?

    According to the O2 Manual:
    Polygon – planar surface with any number of edges
    Face – in O2 faces can be triangles or quads
    While i will not comment on O2 workflow and tools, i will put my technical 2 cents:

    1. faces are polygons. No matter what are the number of edges that define those.
    In general, in the modelling area, faces are called:
    a. quads - 4 edged polygon
    b. tris - 3 edged polygon
    c. ngons - N faced polygon, where N > 4

    more on the subject:
    DX only uses triangles. Reason is, it is easier to calculate and thus handle. All quads are made of 2 triangles. Even if you want to keep faces a quads, the hidden edge dividing the quad into tris is still gonna be taken into account (hence for most RT engines - games included - it doesn't matter the number of quads, but the number of tris).
    Some advise to optimize your model prior to game usage into triagles. I personally would say you can keep quads as long as you take care of the way the tris making those quads are setup. (most 3d packages are allowing you to set the way the triangles are set within the the quads).

    2. Quads are not planar surfaces. Or not mandatory.
    Example (click for bigger):


    The above shows the same duplicated quad (same vertices etc).
    As you can see top left corner, there are 2 polygons, and only 8 edges, and not 10 as it should be.
    That said, you can see there are 4 tris. The only difference is how the dividing edge is set up (the dotted edge in the above image, shown here for this very purpose - usually not).

    I hope the above clears some things, and some O2 user can help you out with the tools available for modelling there.
    Last edited by PuFu; Aug 21 2012 at 20:17.

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  5. #25
    Master Gunnery Sergeant Meatball0311's Avatar
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    Quote Originally Posted by PuFu View Post
    While i will not comment on O2 workflow and tools, i will put my technical 2 cents:

    1. faces are polygons. No matter what are the number of edges that define those.
    In general, in the modelling area, faces are called:
    a. quads - 4 edged polygon
    b. tris - 3 edged polygon
    c. ngons - N faced polygon, where N > 4

    more on the subject:
    DX only uses triangles. Reason is, it is easier to calculate and thus handle. All quads are made of 2 triangles. Even if you want to keep faces a quads, the hidden edge dividing the quad into tris is still gonna be taken into account (hence for most RT engines - games included - it doesn't matter the number of quads, but the number of tris).
    Some advise to optimize your model prior to game usage into triagles. I personally would say you can keep quads as long as you take care of the way the tris making those quads are setup. (most 3d packages are allowing you to set the way the triangles are set within the the quads).

    2. Quads are not planar surfaces. Or not mandatory.
    Example (click for bigger):

    The above shows the same duplicated quad (same vertices etc).
    As you can see top left corner, there are 2 polygons, and only 8 edges, and not 10 as it should be.
    That said, you can see there are 4 tris. The only difference is how the dividing edge is set up (the dotted edge in the above image, shown here for this very purpose - usually not).

    I hope the above clears some things, and some O2 user can help you out with the tools available for modelling there.
    Quote Originally Posted by PuFu View Post
    1. faces are polygons. No matter what are the number of edges that define those.
    In general, in the modelling area, faces are called:
    a. quads - 4 edged polygon
    b. tris - 3 edged polygon
    c. ngons - N faced polygon, where N > 4
    Thanks for explaining that I have a better understanding now. It still leaves me with the question what is the safe area of how many faces/polygons can I have in the model? Is there a limit I need to stay under?

    Quote Originally Posted by PuFu View Post
    Some advise to optimize your model prior to game usage into triagles.
    Are you suggesting that I should "Triangulate" the model to improve performance issues?


    PuFu thanks for your time!

  6. #26
    First Lieutenant PuFu's Avatar
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    Quote Originally Posted by Meatball0311 View Post
    Thanks for explaining that I have a better understanding now. It still leaves me with the question what is the safe area of how many faces/polygons can I have in the model? Is there a limit I need to stay under?
    2^15 = 32 768 is absolute limit for DX9 engine for a model that has one single smooth group for entire mesh ( from my own experience, it is down to vertex normals limit - a hard surfaced model will have 2-3 times more vertex normals.

    more on the subject here: http://www.armastack.info/index.php/discussions/20

    Are you suggesting that I should "Triangulate" the model to improve performance issues?
    No, what i am saying is that most models can be further improved in terms of poly count by triangulation (especially when the tools are available). It is NOT a necessity though.

  7. #27
    Master Gunnery Sergeant Meatball0311's Avatar
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    PuFu,

    Thank you for your time in explaining and pointing me in the right direction. Cheers!

  8. #28
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    Hey guys.. Trying to learn how to make objects and UVmapping them.
    After a long time of trying and failing, I finally got it right, and managed to create an UVmap for my windmill in 3DsMax.. https://dl.dropbox.com/u/1576479/test2.jpg
    I still have doubts that this is the way to do it, I see people sitting for hours stitching stuff together, but It seems to work in 3ds so I am crossing my fingers that im not doing it wrong.

    Here it is, rendered. https://dl.dropbox.com/u/1576479/3ds.jpg
    I had to create a UVmap for the stick, the wings and the main body. So three textures in all is what you see here.

    I then imported the object to Oxygen where I have no to very little experience. Its not "visual" enough for me, and I get easily lost in all the dots.
    The textures I had created now for my model, was tryed on the imported .OBJ and suddently looked like this: https://dl.dropbox.com/u/1576479/o2.jpg

    But ofcourse, what did I expect.. That it would be easy?!
    Can anyone tell me if this is just some minor tweak in O2, or do I just have to wrap my head around creating UV-maps in O2?

  9. #29
    That UV map will definitely support a texture. There are quite a few issues but nothing that would prevent you from completing the project. I would just keep going with that and see how it is to paint. You can use the lessons learned in your next one.


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  10. #30
    First Lieutenant PuFu's Avatar
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    did you export the .obj file with texture coordinates?

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