UVW Unwraping Q

SidewinderX

Newbie
Joined
May 15, 2003
Messages
4,884
Reaction score
0
Justa question for all you guys how unwrap models.

Do you unwrap the how model? or do you jsut unwrap the parts that will visable?
 
Originally posted by SidewinderX143
Justa question for all you guys how unwrap models.

Do you unwrap the how model? or do you jsut unwrap the parts that will visable?

best to map the whole model and texture the parts you need to, you can always squish uneeded polys into a corner of the UV map and not texture them if you want. Also if your planning to bake certain effects into a UV map with a 3d app you'll have more success with full UV maps than with bits missing

Otherwise you might decide later to map those polys and adding them to an already completed UV map can be a headache, also there's the possibility that some things wont work right if polygons are detected that haven't got any UV mapping. We don't know yet just how exactly the LOD works, if its just an algorithm and removes random poly's or if it uses the UV map like some poly reduction tools to guage what it can and shouldn't remove.

I'd definately setup maps for all parts, just incase, the old saying its easier to remove things than add them later
 
your tut was helpful, but i really learned evryhting from the 3dbuzz VTM on unwraping :D
 
This might help aswell

I usually UV map everything on the model, but that's just me. If the skinner (which is usually me for my own models) does not like the way that I UV map, then I can always change it for them.
 
i started watchign that... but you were taking the actualy model apart....... I jsut use the uvw unwrap interface.....
 
With just the UVW Unwrap Editor you only get a two dimensional workspace, but if you unwrap it in the viewports, you get a full 3D interface. If you watch the whole video, you would see that it is much easier than using just the UVW Editor.
 
Originally posted by ankalar
[B you would see that it is much easier than using just the UVW Editor. [/B]

Thats in your own opinion though. But with the way you do it can you use the checker material to find stretching ?
 
Yes, in fact you can use the checker texture to view stretching after you unwrap it and apply the UV map modifier. There is no possible way that it is easier to do it in the UVW Editor than in the viewports. In viewports you are able to rotate faces instead of just pull vertecis around. Plus you can still edit it in the UVW Editor afterwards if needed. Sorry to sound arrogant, but unless you prove it to me, I believe that the viewports are much easier to use than the UVW Editor.
 
I prefer to use the unwrap editor now.. In older versions of max I used to unwrap in the viewports, but the new unwrapper in r5 and r6 makes things alot easier.. at least I feel so. The important thing is to find what works for you and do that.

by the way, you can rotate faces and edges in the unwrap editor.. you work in 2D, yes.. but I feel that is a pluss.. and you got tools that do the unwrapping for you, all you have to do is clean up abit afterwards. i always assigne different id's to the parts of the figure, so its easier to select them and then unwrap that part.
 
Yeah, I guess it's just personal preference now, but in older versions the UVW Editor was not able to do as much as viewports. Sorry :cheers:
 
Back
Top