HI all....I woul like to ask you guys that what would be the best way to do UVW Unrapping of a hilt? Please just dont write "Look in the tutorilas,Noob!".I know of that...but still I cant get the UVW Unrapping get done.I mean that selecting faces is rather difficult...and i have heard that there is another way to do it aswell....Please would you kindly help me with this.....all types of HELP is appreciated...:) With Regards, ~Darth MAk~,the no0b(Currently!)
I heard of a tool called something like 'Road Kill' that worked with 3DS Max and Maya and possibly XSI. It did the UVW stuff automatically. You could look into that, but the people here will no doubt know more than me about 'Road Kill' (if it's called that). If I had to guess, I'd say most experts here would say it was a hit-and-miss affair and you're better off learning the proper way. If you're finding selecting the faces that hard, are you sure you're not making an overly-complex model? Highly detailed is one thing, but having a lot more model than you need is quite another. A normal 'oversight' for novices is creating a 40-sided cylinder for the main handle of a lightsaber hilt. Unnecessary! Are you sure you're hilt is as simple as possible without removing design-important assets? Does the main handle have more than 12 sides? etc. etc. EDIT: To reinforce what Inyri said...
Either I'm editing my post after reading her's or I'm prone to time-warping. That song rings in my mind... forever...
What's a tutorila? Mexican food? Giant lizard?
UVW Mapping > Cylinder --->bam
Also, FYI, tell us what software you're using. If your hilt is too complex for that method to be an easy option you'll have to actually learn to unwrap and do it properly.
mark a seam down 2 opposite edge loops of the cylinder and unwrap. instantly, two perfect unstretched half-cylinders that may just nee to be placed closer to eachother to make texturing easier.
Why chop it in two halves when you can have it one unit? Doing it in two parts just means you'll have two seams instead of one.
Would the two part method be better for sword type models?
It's very situational. Two pieces is bad for something that's completely round/smooth because the idea is to reduce seams. If you have a sword blade for instance, however, and you want each side to have a different texture then sure, you'd separate it into two parts. But if the two sides are going to be identical you may as well just overlap them so the same texture goes on both sides (without having to texture it twice).
Inyri Forge;5388366It's very situational. Two pieces is bad for something that's completely round/smooth because the idea is to reduce seams. If you have a sword blade for instance, however, and you want each side to have a different texture then sure, you'd separate it into two parts. But if the two sides are going to be identical you may as well just overlap them so the same texture goes on both sides (without having to texture it twice).
well I'd want to have separate peices for shading anyway, regardless of whether i bake anything or not (and we all know how bad baking looks with overlap xD)
but yeah if your not planning on going super high detail on texture, just overlap them. You can place the two peices from the seams though over top of eachtoher until it looks near perfect then weld all the adjacent verts in the uvmappign window.
That is so much more extra work when you can add one modifier that'll do it for you. Also, manual texturing will give you a better result than baking more often than not so I encourage actually learning to texture.
Well,I am using GMAX and my hilt is hexagonal...with just about 2 rings + its not complex...so now im gonna try what you all said...& most probarbly it will be a pass....thnx all!