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# 1 16-09-2013 , 06:14 PM
Skalman's Avatar
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Join Date: Apr 2012
Posts: 293

UV mapping question

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I just started learning UV mapping and this is my first attempt at it. I've modeled a window (the topology in this is a bit messy since it was made long time ago), so i wanted to texture it. Starting by uv mapping it. I moved+scaled the uv vertexes by hand, and i ended up with this.

Question 1: How would your uv-wrapping process look like? Would you also scale/move the vertexes by hand or would you use another technique? would you sew anything out? would using the relax tool or the unfold option be a good thing to use in this case? (i dont find it nessesairy, but then again, im new at this)

Question 2: If you look at the cornors of this mesh the checker texture is kind of going a bit crazy. I can tell it's because my uv mapping at the cornor isn't following the checker texture, so it's obviously going to be messed up in my perspective view. But how can i fix this? Should i paint on it like it is even though it doesnt look ok in the perspective view?

Question 3:
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I want to use 'sew edges' on theese 2 loops to create 2 diffrent parts so i can do an autmatic mapping on the lower part and a planar mapping (sewing that so i can wrap it into a nice long piece. But when i try to sew this it doesnt do as i want. what can i do to achieve the uvmap layout that i want without having to separate the 2 pieces and combining them when uv-wrapping is done?


Thanks

- Skalman


edit:just noticed the upper-left window (right part) isnt finished yet. it is soon user added image user added image


20 year old guy from Sweden



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Last edited by Skalman; 16-09-2013 at 07:16 PM.