Anim8or Community

General Category => General Anim8or Forum => Topic started by: Kunihiko on May 24, 2008, 08:44:32 pm

Title: Program/methode for UV maping?
Post by: Kunihiko on May 24, 2008, 08:44:32 pm
Whats a program/method i could use to UV map my obj without using UV-discontinuation? like i want my map to always be consistant transit smoothly from left to right/ top to bottum, because im using U3D to make a game, and when i have UV-discontinuation then it creates creases on the model where it discontinues.


thanks in advanced.
Title: Re: Program/methode for UV maping?
Post by: Tanzim on May 25, 2008, 10:26:47 am
I think I have a vague idea on what you want: use either UV Mapper or Lithunwrap for UV mapping, for the creasing, convert the object into a subdivided object.
Also: use search bar above and Google/Yahoo to also find your answers, this type of question has come up several times.
Title: Re: Program/methode for UV maping?
Post by: Kunihiko on May 25, 2008, 08:06:57 pm
I dont think you understood me:

i think you thought i said "whats a program for making UV maps", i already know that i use UV mapper regulerly but the problem is UV discontinuation, because i am using U3D to make a game, if the UV map discontinues at any section, then that edge will apear as a crease instead of a smooth angle no matter what.

take a look at this example:

(http://i30.tinypic.com/v5yg3t.jpg)

you see how the UV map splits at some spaces? well when i upload it to Game Maker, then those edges apear as sharp creases because of the way U3D works, Whats a methode i could use to make a map consistent so that there is No UV discontinuation, like this:

http://www.spie.org/Images/Graphics/Newsroom/Imported/303/303_fig4.jpg
Title: Re: Program/methode for UV maping?
Post by: Raxx on May 26, 2008, 11:39:18 am
In order to effectively unwrap models like how you're asking, usually you'd want to use something more than just UVMapper classic...but it can be done. What you need to do is select all of the arm except for the hand and use cylindrical mapping on that portion (the axis depends on the orientation of the arm), and then try what you can with the leftover hand separately or attached.

No matter what you're going to have at least one visible seam unless you learn to texture properly.