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  1. #1
    MSgt. Shooter Person
    Join Date
    Feb 2011
    Posts
    31

    Default UVW Unwrapping help. (Minigun)

    Hello, my brother and I are starting out a project, so I have gone out and modeled a mini-gun. My question is what is the best was to Unwrap such a model and what techniques/ steps to use. I'm not very skilled with unwrapping at all.

    Here is a picture of the model I'm trying to work with:







    Thanks for the help!

    EDIT: Sorry for the light photos, don't know what happened?
    Last edited by Spartan4085; 05-01-2012 at 10:09 PM.

  2. #2
    Prisoner 849
    Join Date
    Feb 2010
    Posts
    957

    Default

    I don't know what 3D app you use but I'd separate all cylindrical shapes and do bunch of cylindrical projection. Planar projection on the caps.

  3. #3

    Default

    Lots of 3D apps such as 3Dmax, Maya, Blender, etc. Have their own combo of tools for Unwrapping. They all have Pros and Cons. The tools are getting better over time with keeping up on the "Standard Methods" for Unwrapping.

    There are many methods that may be applied for Unwrapping. As mentioned, Breaking up the pieces and setting a Projection map can help gain a quick unwrap of different angles of the model.

    Other Unwrapping methods require more planning depending on the model, lighting conditions, normal maps, and more.

    The tool I use is headus UVLayout. It takes about a week or so to get used to the shortcut keys. There are video tutorials on the site to get you started. After an overview of the software, you will find more control over the unwrap process. Setting up clean error-free vertices and optimized layout really help get UV unwrapping done.

  4. #4
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,062

    Default

    I second Headus UV Layout. That program is a godsend. So much more control over seam placement.

  5. #5
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,584

    Default

    You have to just think of the best places to place seams so that you have minimal seams and minimal distortion. Mostly seams will be on hard corners.

  6. #6
    Iron Guard
    Join Date
    Dec 2009
    Location
    South of cheese
    Posts
    775

    Default

    Unfold 3D is our unwrapping application of choice. It's way too fast, simple and accurate to ignore. We get perfect results every single time.

  7. #7
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Los Angeles, CA
    Posts
    175
    Gamer IDs

    Gamertag: ST Omega

    Default

    I'm going to also recommend Headus, we use it at our studio and it saves a lot of time. UV mapping is an art in itself, and the more you do it, the better and more efficient your textures get. The main thing you want to remember is to work smart and conserve as much UV space as possible, in order to get the best texture resolution out of your maps.

    For example, looking at your model, the first thing I would do is UV map only 2 of the cylinders/barrels, not all 6. This saves both time and texture space. After mapping 2 barrels, just duplicate the mapped ones and mix them up to break up repetition. With some good spec maps and some clever use of cube reflections in the material editor, players will never notice the repeating pattern all 6 barrels are sharing in the texture. For the body, you want to map with symmetry in mind. Anything that is symmetrical, just map half of it and symmetrize the mesh. Try to put seams where symmetry is most visible underneath the weapon, away from where the player can see. Also, don't be afraid to use a multi material approach the the FPS asset- make 2 materials for the minigun so that you can get the best texture resolution possible; performance wise it won't hurt, even for consoles (Unreal is a great console engine, as well as PC.)

    There's a heck of a lot more that goes into the art of production texturing for games, too much to cover in a forum post, but hopefully the above tips can get you going in the right direction. Remember, the more you texture and map game art, the better, faster, and more efficient you get. Keep practicing!
    Environment Artist
    Spark Unlimited
    Lost Planet 3


 

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