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Thread: UV mapping: how?

  1. #1
    Moderator [FRL]Myke's Avatar
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    UV mapping: how?

    Ok, after i was more into working with other peoples models and textures, i thought it's about time to start modelling myself. Decided to start with something rather simple so my first model is a AIM-9L Sidewinder AA missile.

    So far, so goo, have the model finished and now it comes to texturing and here i'm stuck. As i've started this from scratch there is no texture i can use so i will create my own texture.

    To do this, it would be helpful to have a 2D layout to work with.

    I've already found out that it is possible to unwrap things and export this into a image file on which i could work. But after editing this file, it doesn't fit the selection anymore. Also, now the model is unwrapped...so how do i get it wrapped up again?

    I've searched the forums but didn't found anything helpful. Most are referencing to 3ds which doesn't help me at all since i don't own (and can't afford) this piece of software.

    So a step-by-step-guide would be very helpful.

  2. #2
    Quote Originally Posted by Myke View Post
    Ok, after i was more into working with other peoples models and textures, i thought it's about time to start modelling myself.
    I'm at the pretty much same position right now, I already have done some work, one horrible model which you can find from latest VTE and another which is just under work at the moment.

    I see the texturing in two stages:

    1) UV Unwrap the model.
    2) Create the texture to match this unwrapping.

    I'm scared if I finally learn the first part, I will most definitely fail in the second. Heh we'll see.
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  3. #3
    Quote Originally Posted by Myke View Post
    To do this, it would be helpful to have a 2D layout to work with.
    O2PE includes an unwrap function (Surfaces -> Unwrap Structure ...) which should work pretty good an simple structures.

    I use it this way:
    - Select the structure you want to unwrap and change to top view
    - Open a UV-editor
    - Select "Unwrap Structure ..." function and reselect you complete structure
    - In the UV-editor select "planar mapping" (tab-key) and select copy afterwards
    - In the O2 window select undo to undo the "Unwrap Structure ..."
    - In the UV-Editor select paste to regain the UV-mapping

    Now you shoud have your structure more or less correct UV-mapped, you only need to move the UV-maps, so they do not overlapp.

    On more complex structures, I use Wings-3D's unwrap function.

  4. #4
    3rd party unwrapping tools are the way to go. Check out Ultimate Unwrap 3D - served me well as I was learning how to model/texture.

    And like modEmMaik said, Wings3D is another good one. You can model in that program as well. It isn't as advanced as 3DS Max, but its a hell of a lot more flexible than O2.

  5. #5
    uv mapping is just a transformation from 3d space (xyz) to 2d space (uv) and its called mapping because u virtually just giving the software a "map" of where the texture pixel should go. Once you map it (call it unwrap or whatever) you do not have to "wrap it up again" as it is just a map. The advantage of a uv-map is that you can fix the texture-model relationship even after you drew the texture by modifying the uv map vertecies rather then moving the pixels on the texture.

    As for the rest, people here are right, you are better off leaving O2 for the post-processing (selection-names, geo LOD, proxy placement) rather than modeling, there are a few free or cheap modeling tools which can provide you with increased functionality and have much better documentation.

  6. #6
    In order to get the UV layout into a 2d application, the easiest thing is to take a screenshot of the UVs and then fiddle with it in some other program until you've matched it up.

  7. #7
    I did a test recently, using the O2-unwrap function only (as described in the post). It took me about 3 hours, but it seems that the result is pretty satisfying for me:

    RAH 66 Scout unwrap.jpg - 0.06MB

  8.   This is the last Developer post in this thread.   #8
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    A tip - make sure you don't have objects (non-mirrored) sharing the same UV space, otherwise you will have limitations when making your ambient occlusion texture... which limits your implementation of the "super" shaders.
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  9. #9
    I wrote something about UV unwrapping using O2 for ArmA.

    http://forums.bistudio.com/showthrea...t=69734&page=2

    whilst 3rd party programs are better, if you're like me and can't be fussed with more programs to install and learn, then O2 can unwrap any model, if you just put the time into it.

  10. #10
    First Lieutenant PuFu's Avatar
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    Hey mike,

    soul assasin described pretty well what UV-map is. *uv unwrap being the process of reaching the UV map*.

    Regarding further information, the same technics apply to basically all 3d modeling programs. Yes, some, such as 3ds max have some features that would allow you to get the uv unwrapped easier than other. But this is not the point. I would suggest using for modeling a 3rd party software. Don't worry about max, maya or other really professional and expensive tools (i use 3dmax because i have a license for it for my architecture projects, otherwise, i wouldn't bother just for ArmA).

    My suggestion would be to get blender, which is 100% free, it's a lot more flexible than O2 (you will still need O2 nevertheless, but it's not really the best tool to use for modeling) and there are plenty tutorials about it.

    Also, 3rd party UV Unwrap programs such as UV Unwrap (there are some others as well, but can't really remember them now) might come in useful.

    Conclusion - there are a few ppl who are actually modeling in 3rd party programs, due to o2 limitation (and well, seeming to be a lefty once used with a more professional software)
    Last edited by PuFu; Jul 3 2009 at 17:20.

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