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General Anim8or Forum / Re: UV Mapping, Lithunwrap and Blender
« on: May 03, 2021, 03:50:16 am »
From a basic concepts point of view, the workflow in Lithunwrap (V1.3) is as follows:
1) Load a 3D model (File > Model > Open)
2) Choose an UV mapping method that best suits the model (some experimentation required here, I most commonly choose Box but it depends on the model and what it will be used for)
3) If appropriate for the chosen method, tweak the spacing and positioning of the UV map
4) Export the UV map (File > UV map > Save)
5) Export the mapped object (File > Model > Save)
There are a bunch of available settings relating to the size, colours and other parameters of the exported UV map, the size will again be driven by what the model will be used for. At this point, open the exported UV map in your 2D editor of choice and use it to construct your object's texture. How you do this will depend on the 2D editor you're using and the complexity of the final texture.
In Anim8or (or any 3D editor):
1) Create a material with the finished UV map in the Ambient and Diffuse channels
2) Import the 3D model you exported from Lithunwrap
3) Apply the material to the imported model created by Lithunwrap. The original model you imported into Lithunwrap will not have updated UV coordinates so the UV map won't match up.
I hope this helps!
1) Load a 3D model (File > Model > Open)
2) Choose an UV mapping method that best suits the model (some experimentation required here, I most commonly choose Box but it depends on the model and what it will be used for)
3) If appropriate for the chosen method, tweak the spacing and positioning of the UV map
4) Export the UV map (File > UV map > Save)
5) Export the mapped object (File > Model > Save)
There are a bunch of available settings relating to the size, colours and other parameters of the exported UV map, the size will again be driven by what the model will be used for. At this point, open the exported UV map in your 2D editor of choice and use it to construct your object's texture. How you do this will depend on the 2D editor you're using and the complexity of the final texture.
In Anim8or (or any 3D editor):
1) Create a material with the finished UV map in the Ambient and Diffuse channels
2) Import the 3D model you exported from Lithunwrap
3) Apply the material to the imported model created by Lithunwrap. The original model you imported into Lithunwrap will not have updated UV coordinates so the UV map won't match up.
I hope this helps!