Ump45

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Falidell

FNG / Fresh Meat
May 22, 2009
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ah np. u/v mapping is kinda like takeing a picture, through whats called projection, of all your faces to make what i call puzzle pieces or islands and what you scale them tweak them etc. so they don't scretch or have any warping then you try to fit them in a u/v square without overlapping via the u/v mapping window, you'll need to make a seperate viewport in blender to do this, it'll make your life easier. now sometimes the puzzle piece don't fit right so what you'll need to do is rescale them and try again.. it can be quite a headache... lol

for simple shapes like sphere's, cubes, cylinders, and stuff like that it can automaticlly do the projection for you, you'll see the options whne you go to u/v map it.

here are some tut's and usefull information on it.

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

http://wiki.blender.org/index.php/Doc:Manual/Textures/UV

http://www.biorust.com/index.php?page=tutorial_detail&tutid=85



but the u/v map is the easy part lol after then you need to texture it. note that the texture will work with different u/v map sizes. ex. a 512x512 will work for a 1024x1024 u/v map or a 2048x2048 will work for a 1024x1024 however a 1024x1024 texture will NOT work right, it'll still try but it won't look right, with a 512x1024 texture on a 1024x1024 u/v map. etc.

to make textureing easier what you need to do is make a sort of reference texture for your model's e/v map could be that the islands have different color or whatever makes your life easier. alternativly you can also attempt to pre make your texture then fit your u/v islands on it. thats what i do for simple stuff like soda machines and random clutter like paper, rocks, and clocks
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
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Sorry it's late, and sorry again that it's the old picture, but it's correctly labelled.

ump.jpg