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  1. #1

    Default Blender Unwrapping Issues

    Hello, I have just started with blender and could use some pointers on unwrapping this wall piece I made today. I am using blender 2.63 (The latest recommended release)





    Please tell me if you need more information, like the wireframes/etc and I will try to provide it to you.

  2. #2
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
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    2,103

    Default

    If each square is going to be the same thing, unwrap the squares sticking out separately with the 4 faces on each side attached then stack them on top of each other for the most UV space possible. It all depends on how you're going to texture it really. For the lightmaps you could just do a planar projection and smooth it out as one solid piece.

  3. #3
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,224

    Default

    i show a little uvw mapping in my blender videos might be an idea to have a watch
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  4. #4

    Default

    Alright, I've watched a few of the UV map videos and while they have helped immensely with basic setup and understanding, I'm still unsure of what to do. I have, however, done a lightmap project and arranged all the faces as they would be on a completely disassembled mesh. It's very ugly, but hopefully it can help you help me with how to arrange it like Jessie G stated.



    The final mesh would hopefully be plastic, seamless plates with possibly metal trim on the bottom. so stacking all the plates into one would be very viable. Lightmapping via planar projection I'm unsure of how to do, and it is not listed in blenders unwrap menu.

  5. #5
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,224

    Default

    ok if you can "stack" the uv's for the first channel thats great, but for the second uv channel (lightmap) all faces must have unique uv's, you can achieve this by removing the "seams" that you created for the first channel, i know i didn't show this in my videos this link might help you understand the why's but not the "how to"

    http://udn.epicgames.com/Three/LightMapUnwrapping.html
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #6

    Default

    Alright, Using orthographic and project to view I was able to create these UVs. Are they good enough for UDK?


    Channel 1 (Diffuse/Texture Coordinates)





    Channel 2 (Lightmapping Coordinates)





    And here is the result in blender's viewport



  7. #7
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,224

    Default

    should work fine
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons


 

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