I recently started to learn how to make uvw maps. There are sure a lot of tutorials everywhere.
I first try using Blender, but I didn't get how to use it very well. So I skipped to 3DS, which I'm using the free trial of the 2010 version for now and that I haven't used for a long time (the last one I used was 3DS Max 2007).
But I keep having problem wile trying to unwrap my models. They always came out severed into multiple pieces showing multiple multiple seams on the unwrap tool.
It's can probably be related with the fact that the models are modeled and imported from sketchup and not modeled directly on the program...
I was wondering if does anyone knows how to revert the situation and edit the seam of the models. Or if I can just make a setting for make it unwrap more easily.
The model
[img]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/bucketmodel.jpg?t=1297102439[/img]
The UVW of it
[img]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/bucketmodeluvw.jpg?t=1297102440[/img]
I would highly recommened learning all of the basics of 3d modeling before jumping into unwrapping. There are plenty of good tutorials all over but for some really good ones go to CG Tutorials.
thats exactly what its supposed to do.
Why are you asking here instead of 3d thread?
If you want more faces to be seamed together, change the angle at which it splits faces. I think the default is 45 or 90 degrees.
I try every angle so far, I always get the same result. All the seams cover every face separately.
I think I need to remove the seams or at least convert the model to some other format it recognizes best.
If you want to fix the UVs by hand from the clusterfuck you have now you could start selecting the edges one edge at a time and then right click -> stitch selected (or click the little box next to it to get more options).
Or
You could unwrap different parts of the model at a time using the buttons in the sidebar when using unwrap uvw.
For example unwrapping the outer wall part:
First select the faces of the outer cylinder shaped wall of the bucket and then click 'cylinder'. After that if it doesn't look right you can correct the axis by clicking align x/y/z and fit the gizmo (the yellow wireframe thing) around the part you're modifying. Then you should check if the proportions are correct. You can do that by selecting 'checker pattern' from the drop-down list in the upper right corner of the uv edit window (I know it's already visible, just select it again). Ideally, the pattern should be as square as possible, so if it isn't, you can modify the proportions directly by resizing the gizmo while the 'cylinder' button is activated, or you can just modify the part in the uv edit window. After that is done, you move on to the rest of the model, one part at a time.
When unwrapping, try to recognize primitive shapes in the model. It'll make the job easier. If some part doesn't appear to be any of the primitives, just select the faces of that part and use the flatten mapping. Then just stitch the edges together.
There's much more to unwrapping, but this should hopefully get you started. Also I suggest you ask in the 3d art thread at Creationism Corner if you need more help. Most of the modelers are pretty much concentrated there.
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