Old 2nd Sep 2014, 05:33 PM   #1
NightEye
Registered Member
 
NightEye's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Dec 2007
Location: Groningen, The Netherlands
Posts: 110
Default UV mapping a ribbon

Hey all, I've been searching and searching to find a good solution to UV map a ribbon shape (in this case a race track). I've used UVSpider for now but this makes all polygons equally large in the UV, but I want it to (somewhat) preserve the world scale.
The only solution I have found is using UV Creaper (which, in theory, solves my problem), but it always gives me a mesh002 error, no matter what.

Any ideas how to attack this?

__________________
If you can't stand the heat, don't walk into the fire..
NightEye is offline   Reply With Quote
Old 2nd Sep 2014, 09:40 PM   #2
Rigel
Moderator
 
Rigel's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Nov 2007
Location: London (the other one, in Canada)
Posts: 22,864
Default

For that, go into another layer and make a square polygon big enough to enclose the track.

Then copy it over to the same layer. Now do a UV map with planar projection (I assume on the y axis). The big square will cause the uv map to retain the shape and scale of the track and fit it exactly inside the UV grid.

Then you delete the big square.
__________________
Those who say it can't be done,
should stop interrupting those of us who are busy doing it!

------------------------------------------------------------
Other Projects

The Universal Joint
Beechcraft 2000 airplane
LadyBug (Firefly class freighter)
Rigel is offline   Reply With Quote
Old 3rd Sep 2014, 02:50 AM   #3
NightEye
Registered Member
 
NightEye's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Dec 2007
Location: Groningen, The Netherlands
Posts: 110
Default

Thank you for the quick reply. However I am aware of that. I probably didn't explain it properly. I have a texture for a piece of 14x14m (the track is 14m wide and has lines along the edge), and I want to UV map all polygons 'on top of each other', so every poly is 14m wide in the UV (or 100%U) and x%V, where x is the ratio between the width (14m) and length.
Say a piece is 14m x 7m, I want the U coordinates to be 0-100, and V 0-50, and for the next piece starting at 50%V going up to 100%V (if the next piece is also 7m in length).

UV Spider does the trick but makes the V equal for every polygon (for instance 50%V for every poly, eventhough one poly should be 10% and the other 70%).
UV Creaper should do the trick as I want it to but it simply does not work.

LW11.0 on x64 by the way.
Attached Thumbnails
Click image for larger version

Name:	uvmap2.png
Views:	332
Size:	22.3 KB
ID:	74601  
__________________
If you can't stand the heat, don't walk into the fire..
NightEye is offline   Reply With Quote
Old 23rd Sep 2014, 02:22 PM   #4
Bells of Freedom
Registered Member
 Gallery
3DS Max Blender Houdini LightWave Maya Modo Vue Gimp Photoshop
 
Join Date: Nov 2007
Location: Minneapolis, MN, USA
Posts: 2,661
Default

Just curious if you got this to work. I'm still rusty w/ UV mapping so I'm always interested in tricks and fixes.
__________________
...follow the calmness, the absence of pride.
Sutta Nipata

". . . the price of success is dedication, hard work, and an unremitting devotion to the things you want to see happen."
- Frank Lloyd Wright

Whatever "goes wrong" will teach us.
Bells of Freedom is offline   Reply With Quote
Old 24th Sep 2014, 01:46 AM   #5
NightEye
Registered Member
 
NightEye's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Dec 2007
Location: Groningen, The Netherlands
Posts: 110
Default

Nope, unfortunately not. My best try is with UVSpider, still. But it requires a lot of scaling to get it right.
Or just a simple quad poly map, then moving and scaling in UV.
Either way a lot of work
__________________
If you can't stand the heat, don't walk into the fire..
NightEye is offline   Reply With Quote
Old 24th Sep 2014, 04:18 AM   #6
BillS
Administrator
 
BillS's Avatar
 Gallery
LightWave Maya Modo Softimage XSI ZBrush Illustrator Corel Paint Photoshop
 
Join Date: Aug 2006
Location: Belleville, Ontario
Posts: 10,856
Default

If you could send me a copy of the track mesh. I'd be curious what UVLayout would do with it.
__________________
Bill. aka LemmingDude. aka Ethangar, Ethanger, Ethengar, Ethenger, Ethan, Eth, ehenger, etharger, Ethel, Ehtangar, Ethanfar, hanger, Eclangers, Ethand, ethang, hangar, Ethanol, Ethangix, Ethangod, Eggnog, Ethanprop........
Lemming World
BillS is offline   Reply With Quote
Old 24th Sep 2014, 06:16 AM   #7
NightEye
Registered Member
 
NightEye's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Dec 2007
Location: Groningen, The Netherlands
Posts: 110
Default

Ofcourse, here you go.
The #temp#1ROAD01 is the base mesh (the ribbon), 1ROAD01 is how it will be later on.
Attached Files
File Type: rar models.rar (105.0 KB, 241 views)
__________________
If you can't stand the heat, don't walk into the fire..
NightEye is offline   Reply With Quote
Old 24th Sep 2014, 08:15 PM   #8
BillS
Administrator
 
BillS's Avatar
 Gallery
LightWave Maya Modo Softimage XSI ZBrush Illustrator Corel Paint Photoshop
 
Join Date: Aug 2006
Location: Belleville, Ontario
Posts: 10,856
Default

I won't likely get a chance to play with it before the weekend. I'll let you know.
__________________
Bill. aka LemmingDude. aka Ethangar, Ethanger, Ethengar, Ethenger, Ethan, Eth, ehenger, etharger, Ethel, Ehtangar, Ethanfar, hanger, Eclangers, Ethand, ethang, hangar, Ethanol, Ethangix, Ethangod, Eggnog, Ethanprop........
Lemming World
BillS is offline   Reply With Quote
Old 28th Sep 2014, 06:17 PM   #9
BillS
Administrator
 
BillS's Avatar
 Gallery
LightWave Maya Modo Softimage XSI ZBrush Illustrator Corel Paint Photoshop
 
Join Date: Aug 2006
Location: Belleville, Ontario
Posts: 10,856
Default

Sorry for the delay.. its been an interesting couple of days. I ended up doing it in modo since it ended up being easier there.

There is two files in the zip.
road.lwo simply let the track sail straight up the UV grid as one piece.
road_mod.lwo I chopped it into smaller pieces and overlapped them. This should still work but might not line up exactly since I was kinda in a rush. I'd try the road one first.
Attached Files
File Type: zip models.zip (303.7 KB, 249 views)
__________________
Bill. aka LemmingDude. aka Ethangar, Ethanger, Ethengar, Ethenger, Ethan, Eth, ehenger, etharger, Ethel, Ehtangar, Ethanfar, hanger, Eclangers, Ethand, ethang, hangar, Ethanol, Ethangix, Ethangod, Eggnog, Ethanprop........
Lemming World
BillS is offline   Reply With Quote
Old 7th Oct 2014, 05:09 AM   #10
NightEye
Registered Member
 
NightEye's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Dec 2007
Location: Groningen, The Netherlands
Posts: 110
Default

Sorry for the late reply, haven't had the time to check it out.
I appreciate your hard work to crack this. It looked promising, but I took a closer look and the results are the same as with UV Spider. If a section is 2m long and the one behind that is 10m long, they should be (for example) 20%V and 100%V, instead of (in your UV) 34% each.

I think I'll end up making a UV map with UV Spider and manually editing the lengths of the sections. For similar stuff I already did it this way but since the race track is a tad more work I had hoped there was a work around for this

Thanks anyway Bill, really appreciate it!
Attached Thumbnails
Click image for larger version

Name:	modouv.png
Views:	312
Size:	21.5 KB
ID:	75252  
__________________
If you can't stand the heat, don't walk into the fire..
NightEye is offline   Reply With Quote
Old 7th Oct 2014, 03:52 PM   #11
BillS
Administrator
 
BillS's Avatar
 Gallery
LightWave Maya Modo Softimage XSI ZBrush Illustrator Corel Paint Photoshop
 
Join Date: Aug 2006
Location: Belleville, Ontario
Posts: 10,856
Default

Its likely the tri's that throw it off. UVPeeler likes quads. The way I'd do it "normally" would be to model a part of the track that matches the length of the image map you have. Then just edge extend it, turn it etc to match your track now. I'd likely do it in subD so that it wouldn't take as many polys. Freeze it and do a bit of cleanup and you'd be done.

Since the track is basically flat it wouldn't be that hard.
__________________
Bill. aka LemmingDude. aka Ethangar, Ethanger, Ethengar, Ethenger, Ethan, Eth, ehenger, etharger, Ethel, Ehtangar, Ethanfar, hanger, Eclangers, Ethand, ethang, hangar, Ethanol, Ethangix, Ethangod, Eggnog, Ethanprop........
Lemming World
BillS is offline   Reply With Quote
Old 28th Oct 2014, 02:15 AM   #12
NightEye
Registered Member
 
NightEye's Avatar
 Gallery
LightWave Photoshop
 
Join Date: Dec 2007
Location: Groningen, The Netherlands
Posts: 110
Default

Well, it's a game model so every point of the track has to be connected to the grass surrounding it for it to look good, and height elevation is very critical to have it as smooth as a bum (any small bump can be felt ingame). For me to remodel it is a no go, I would rather spend that time to manually UV map it correctly

I guess I'll stick with UV Spider and re-order and resize my sections to match world dimensions.

Thanks for the help guys!
__________________
If you can't stand the heat, don't walk into the fire..
NightEye is offline   Reply With Quote

Go Back   Foundation 3D Forums > Techniques, Instruction > Texturing
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 04:49 AM.


2006 - 2013 Foundation 3D