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Elowan
27th October 2008, 12:55 PM
Which one should I get - reg or Pro?

Those of you that have it - any problems?

Any other suggestions?

I appreciate any and all input. :tu:

Epiphany
27th October 2008, 01:16 PM
UVmapper Classic works ok but has limits
So I would say Pro if your going to do a lot of mapping

giant551
28th October 2008, 02:32 PM
before parting with your cash , you may want to look at blender for UV's. Its got an excellent UV tool set for free. A lot of XSI users i know export out into blender for UV's

Just a though :)

Paul

BillS
28th October 2008, 06:08 PM
I'm a big fan of external UV mapping programs. Especially if your working with multiple apps. I personally use UVlayout but as Paul said. Blender has amazing UV tools. I've heard that they rival Maya and I've never heard anything bad about Maya's UV tools. Biggest reason that I like stand alone programs is that you only have to learn one UV toolset instead of learning each apps. Make sure you get the demo of it and be sure to check it for all the different "kinds" of modeling your going to do. ie. Some of the apps out there are amazing for organics but blow chunks for hard bodies.

By the look of UVMapper.. you can't really go wrong getting pro.

Before you do though I would seriously take a look at Unwrap 3D. Looks like it does everything that UV Mapper does with the big bonus of it loads and saves .lwo as well as dozens of other formats.
http://www.unwrap3d.com/index.aspx
I used to use it a LOT.

ints
29th October 2008, 06:47 AM
.......Unwrap 3D. Looks like it does everything that UV Mapper does with the big bonus of it loads and saves .lwo as well as dozens of other formats.
http://www.unwrap3d.com/index.aspx
I used to use it a LOT.......
Thanks, sometime I think about something similar this.

Epiphany
29th October 2008, 07:16 AM
Before you do though I would seriously take a look at Unwrap 3D. Looks like it does everything that UV Mapper does with the big bonus of it loads and saves .lwo as well as dozens of other formats.
http://www.unwrap3d.com/index.aspx
I used to use it a LOT.

I was playing around with the demo version but it doesn't let you use the LWO files. can you keep things in and map layers in seperate maps or does it put them on one map :confused:

ints
29th October 2008, 08:23 AM
I was playing around with the demo version but it doesn't let you use the LWO files. can you keep things in and map layers in seperate maps or does it put them on one map :confused:

The demo is fully functional (except for saving), works with all third party plugins, includes examples and help documentation.The demo is provided with 3 plugins (3DS, OBJ, U3D). Over 80 additional plugins can be found below, including ASC, ASE, LWO, COB, DXF, and X file formats.
Third Party Plugins: http://www.unwrap3d.com/downloads.aspx
p.s. but i can not can download those jet

Epiphany
29th October 2008, 10:23 AM
The demo is fully functional (except for saving), works with all third party plugins, includes examples and help documentation.The demo is provided with 3 plugins (3DS, OBJ, U3D). Over 80 additional plugins can be found below, including ASC, ASE, LWO, COB, DXF, and X file formats.
Third Party Plugins: http://www.unwrap3d.com/downloads.aspx
p.s. but i can not can download those jet

Thanks :) I probably really should learn to read :o

Elowan
6th November 2008, 10:55 AM
OK. Been fiddling with UVMapper. I intend this 1st map to be used on an object within Poser.

I have a question. Firstly - I mapped one of my shuttle models using an obj export from LW. On the cab map - I want the windows to be transparent whilst the rest of the body is not. Should I have saved the windows as a separate obj and mapped them separately as well? That seems the logical thing to do but I ask for more experienced advice.

Once a map is made - can a part of it be copied and pasted to make another, separate map or won't that work? Or in the case of the windows - erase all but the windows outline (on a copy of the map) and save that as the window map?

Using PSP - I've put the map on its own layer and am 'painting' the texture on another. I assume that's also the way to go? Does it matter if I color outside the lines? (My mommie said to stay inside them but ...). Should the outer edges of the texture maps be blurred somewhat or crisp? I would think slightly blurred but then - what do I know?

BillS
6th November 2008, 05:25 PM
OK. Been fiddling with UVMapper. I intend this 1st map to be used on an object within Poser.

I have a question. Firstly - I mapped one of my shuttle models using an obj export from LW. On the cab map - I want the windows to be transparent whilst the rest of the body is not. Should I have saved the windows as a separate obj and mapped them separately as well? That seems the logical thing to do but I ask for more experienced advice.

Once a map is made - can a part of it be copied and pasted to make another, separate map or won't that work? Or in the case of the windows - erase all but the windows outline (on a copy of the map) and save that as the window map?

Using PSP - I've put the map on its own layer and am 'painting' the texture on another. I assume that's also the way to go? Does it matter if I color outside the lines? (My mommie said to stay inside them but ...). Should the outer edges of the texture maps be blurred somewhat or crisp? I would think slightly blurred but then - what do I know?

As long as the windows have a different surface than the hull. Your good to go. Just because a surface is UV'd doesn't mean that you have to use the UV map for texturing. Put the projection to UV for the hull and for the glass just set it up as normal.

Once a UV layout is made I don't think that you can copy and paste to form a new map the way your thinking. What you can do is something like this. Make a UVmap. Project the side on it, project the other side on it project the top on it and the bottom. You will have a stacked up mess in the UV View. Back in LW just select the one side and hide everything else. There is that UV template. Same with side #2 and top and Bottom. When you apply the maps the UV's will straighten out the polys for you.

Yep go past the edge of the line. I wouldn't blur it since it will tend to creep into the line and show a seam when it maps on. Keep it solid to just past the edge.

Elowan
6th November 2008, 08:06 PM
Thnx, Ace!

Bells of Freedom
7th November 2008, 11:57 AM
Great information. *takes notes . . . scribble, scribble*

wave of light
9th November 2008, 06:05 AM
A quick Photoshop tip for UV maps that I use to allow me just to paint past the lines:

1. Use the Magic Wand Tool (W) to select the area of the UV map you want to paint in
2. Then, from the drop down menus Select | Modify | Expand - select 2 pixels and your selected area will expand enough to allow you to paint just past then lines.

Waves.