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Author Topic: UV Mapping, Lithunwrap and Blender  (Read 2629 times)


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UV Mapping, Lithunwrap and Blender
« on: May 03, 2021, 03:18:40 am »

Hi all, it's been a long time since I've been on here but I'm back into Anim8or and loving it as always.

One problem I've constantly had is UV Mapping with Image Textures. It's easy enough to insert a jpeg image into diffuse in a material and finally apply the material to the object but it looks great from one angle and is stretched and blurred at other angles.

I downloaded Lithunwrap and have used it before but whichever Planar or other map I save never fits my object on default and even when I move it with the UV button pressed, it still comes out in a combo of clear and smudged.

I tried a Blender video tutorial on UV mapping and tried to follow all instructions exactly but can't find where to export the model, (including the textured UV Map), as either a .obj or .3ds.

All I keep getting is the Unwrapped png without the texture.

If anyone has advice or knowledge on this complex topic, I would really appreciate it!

I feel it's one of the more important aspects of animation as it can make or break an otherwise good model.

Please help!! :)

Thanks in advance...



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Re: UV Mapping, Lithunwrap and Blender
« Reply #1 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!


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Re: UV Mapping, Lithunwrap and Blender
« Reply #2 on: May 29, 2021, 05:10:18 am »

specific to lithunwrap and an8 its even simpler.

Make model in an8
export as obj
open obj in lithunwrap
open bmp texture in lithunwrap (must be bmp)
do uv's (select best as stated above and tweek by dragging the points round your texture)
export obj
import obj in an8 and you will now see the uv's applied to model.
re-split model and delete original (Note, if you need to have a model split that comprises of multiple parts you can use Obj2An8 to save as .an8. there are also many features including snapping uv's to a grid or shading the model. using this method you want to import .an8 and again delete original)