Fantasies Attic
Programs and more Programs => Modelization programs => Wings3D => Topic started by: Aelin on February 06, 2018, 08:17:32 AM
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This tutorial is on an octahedron - one shapes offered by Wings 3D.
To do the UVmap of a complete object, select it completely thanks to the "red square" option in the top of the program [screen capture 1]
Make a right click, and a lot of options come. Almost in the bottom you have "UV mapping"; underline it. If the object isn't already Uvmapped, do only a left click with your mouse. [otherwise you have 2 other options: middle button of mouse is to re-segment object; right button is to restart the UVmap to zero].
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One it's done, another little window opens.
Make a right click. Now usually I make "segmented" by "projection".
Make a right click again, and this time choose "Continue". I always choice "unfolding" (but that is because I had not great results with other options; could be different with objects you have).
Little window is replaced by another. You can move it to obtain 2 windows side by side [screen capture 2]
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Click on the space bar to unselect all the object. You have all your faces determined by "black lines". If the UVmap is ok for you, all you have to do is right click, then "create texture". The "draw options box" will come (we'll see it again later).
If the UVmap isn't ok for you, I suggest you to select everything again. Then move it where you want in a 'non letter square'. Notice the object keeps letters on itself.
By the way, and it's very useful, the middle button of mouse helps to zoom in and out to see the Uvmap.
When several faces are connected (2 in our example), it's better to select them together. Otherwise, if you move one of them only, you'll disform the face you don't move. Look screen capture 3 and 4.
Fortunately to go back, you have arrows in the left top, but also ctrl+Z.
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Usually I move all faces outside of the 'square with letters', then work in another (and sometimes a third) square to put faces like I desire.
It's possible to attache faces together again, to obtain a logical UVmap for the object. So select a line which become red - you see on the object (if it's turned toward camera) the edge also in red.
Make right click => Stitch
For a simple object, you haven't issue [screen capture 5] ; for more complex object it can become a little harder.
Cut is the option to separate faces. Select just the line between those desired to do so, then move faces apart. Like it wasn't the best option I took for the example to stitch faces, I'm forced to do.
At the end, for the octahedron I made twice 4 faces together: the top and the down [screen capture 6]
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Like that, faces aren't pretty, isn't it? We see directly on the object the problem for some faces, with too much extended letters. Problem can be resolved with patience and move of points that time. Or (and I learnt that making this tutorial) you can just select 1 face in a group of 4 and Right click, then "project unfold". All of 4 faces will have the same size [screen capture 7]
If you select the 4 faces of a group, you take the risk that all faces are alined in a way they will one on the others. They will all show the same thing. Again, that depends of the object you have.
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Finally, after the project unfold, I obtain the result of the screen capture 8. All I have to do is to "scale" "uniform" all parts to cover more or less in a square - one square only. Take care the faces of 2 groups don't mix inside others, because that can be a pain to separate groups catching the good faces.
One it's done, place all your faces in the 'square with letters' again. All faces out of that square at the creation of the textures can't be textured with others. (and you'll need to do another UVmap for them (good in case of complex objects with several parts), or restart to zero that one). [screen capture 9].
Think to keep always a space between faces and edges of the square.
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Now it's time to right click, then the "draw options" box.
Size is what will be the uvmap to create your textures. Here I take a little option but you have choices.
Between "Render" options, the 2 first line are enough:
- Background: check in options it's "Image" checked, with "auvBG" like name for picture - it's the letters shown on the object.
- on the second line, in place of "Draw Edges", select "none" in the list. No need to go in options.
Now, click on OK.
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It's done, now your object can receive textures in another program: Photoshop, PSP, Photofiltre. That asks a little work, but at least you - or somebody using your objects - can now multiply possibilities.
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looks good. maybe I should join forces with someone (if Kianna doesnt mind...) and do a joint effort...
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Neat tut Aelin....very well done......
And not a bad idea Scouse...if "K" agrees.... :java:
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Neat tut Aelin....very well done......
And not a bad idea Scouse...if "K" agrees.... :java:
after lengthy negotiation punctuated by several meltdowns and 16 litres of americano K has agreed to loan me out for a modest consideration...
:java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java: :java:
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And look at you after so many coffee (http://www.thefantasiesattic.net/attic/Smileys/default/chestershire.gif)
:tearlaugh:
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yes....
:fireworks2: :fireworks: :woohoo: :shock:
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Thank you Aelin - I always have to relearn this :) :sno:
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Thanks guys!
I'm messing with an UVmap since 2 days :shrug: :tearlaugh: But I learnt another thing: when you have lonely points (for many reasons) on an edge, if you remove them when you are in UVmap, then close the program or the UVmap, you'll have to restart all the UVmap part that you were to made :thud:
Another thing, but this time I missed to tell concerning the UVmap window.
When you make a rotation, it's possible to controle it:
- either clicking (and keeping) Shift + left click => the rotation goes 15° by 15°.
- or click on the button (with 2 arrow) above the "button with padlock" (sorry, I don't know the name of those 2 buttons). A little window appears, and you can enter a number inside.
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Thanks guys!
I'm messing with an UVmap since 2 days :shrug: :tearlaugh: But I learnt another thing: when you have lonely points (for many reasons) on an edge, if you remove them when you are in UVmap, then close the program or the UVmap, you'll have to restart all the UVmap part that you were to made :thud:
Another thing, but this time I missed to tell concerning the UVmap window.
When you make a rotation, it's possible to controle it:
- either clicking (and keeping) Shift + left click => the rotation goes 15° by 15°.
- or click on the button (with 2 arrow) above the "button with padlock" (sorry, I don't know the name of those 2 buttons). A little window appears, and you can enter a number inside.
Cleanup command should remove isolated point, yes do UV last after geometry is done. :tearlaugh:
I think it is the tab key Aelin. :shrug:
Thanks for update!
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Thanks for the name of the button :mwah:
Each time I clean up an object (even before to go in UVmap), I obtain weird stuff, like missing edges :hypno: It's hard when you have stairs and it's no more stairs - or maybe it's "the" new architecture :tearlaugh:
Wings3d cleans too much at home :tearlaugh: :shrug: