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Frightowl Jun 8 @ 12:19am
How can I uvunwrap this?
http://steamcommunity.com/sharedfiles/filedetails/?id=268603456

It's something cool I've been working on. But how can I uvunwrap it? It's like a robot, it's not smooth like human or creature models, I was thinking if no one has a good enough answer I might try to uv all the parts, i.e. mask, hands etc. separately. Another question, though I may find this out myself, how to get the uvs into a program for me to edit? Not to mention get them onto the model when when I'm in blender with it? Maybe too many questions, but I at least need to get past UV then I'm fine.
Last edited by Frightowl; Jun 8 @ 12:20am
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Vangald Jun 9 @ 6:08pm 
So I am assuming you built it from a large number of 3D meshes as apposed to a single mesh? Is that what you are saying?

If it is several object you could merge some in order to making painting a bit easier. But then again with the hard shapes you have going it might be better to unwrap individual bits. That is going to be a judement call on your behalf I am afraid since I can't see exaclty how broken up that desing actually is.

Here is some reference material for UV unwrapping in Silo.
https://www.nevercenter.com/silo/tutorials/features_tools/?vidclip=uv_unwrapping.mov

If you look at your model and see some of your edges as blue that is showing you a UV seam that Silo has already established on your model. Choose edge selection and then choose your select your entire model ( I usually use middle mouse box selection for this) and then go to the UV/Materials menu and choose unmark UV seams. Then to mark seams just select the desired edges and choose mark UV seams from the UV/Materials menu.

When unwrapping a UV thing of it like papercraft. Like a sheet of paper wrapped around your model. Now thing what is the best seam to create so that if it were actual paper, it would not rip when you remove it from the model. This will tend to get you the best results.

Also when prepping for texturing it is also good practice to keep a fairly even mesh density. In other words vertices are space relatively evenly across the entire model. This wil help you keep an even amount of detail across the model. Though this isn't a hard rule as often smaller movable parts tend to need a denser mesh but it is usually a good practice.
Frightowl Jun 9 @ 7:50pm 
Originally posted by Vangald:
So I am assuming you built it from a large number of 3D meshes as apposed to a single mesh? Is that what you are saying?

If it is several object you could merge some in order to making painting a bit easier. But then again with the hard shapes you have going it might be better to unwrap individual bits. That is going to be a judement call on your behalf I am afraid since I can't see exaclty how broken up that desing actually is.

Here is some reference material for UV unwrapping in Silo.
https://www.nevercenter.com/silo/tutorials/features_tools/?vidclip=uv_unwrapping.mov

If you look at your model and see some of your edges as blue that is showing you a UV seam that Silo has already established on your model. Choose edge selection and then choose your select your entire model ( I usually use middle mouse box selection for this) and then go to the UV/Materials menu and choose unmark UV seams. Then to mark seams just select the desired edges and choose mark UV seams from the UV/Materials menu.

When unwrapping a UV thing of it like papercraft. Like a sheet of paper wrapped around your model. Now thing what is the best seam to create so that if it were actual paper, it would not rip when you remove it from the model. This will tend to get you the best results.

Also when prepping for texturing it is also good practice to keep a fairly even mesh density. In other words vertices are space relatively evenly across the entire model. This wil help you keep an even amount of detail across the model. Though this isn't a hard rule as often smaller movable parts tend to need a denser mesh but it is usually a good practice.
I created it with many parts, yes...but I didn't just build it on one save, I made multiple different "projects" then imported to one file to build it all together. I used the "combine objects together" option, so if I move a hand with at least one extra mesh the thumb will move with the hand, or when I select it, of course it selects the thumb as well as with any other objects...so I'm not sure whether that's good enough. How do other people/gaming companies do it if its a robot like model? If they can do it, I can too. I'll look into what you've said, though. I figure combining objects together would work, so that's what I did, otherwise the whole thing will literally fall apart. I hope combining objects is fine instead of using "merge" otherwise it just makes it impossible for me to go through all those polygons one by one.
Last edited by Frightowl; Jun 9 @ 7:53pm
ScrotieFlapWack Aug 1 @ 9:01am 
@Whiteowl. Man I love your attitude! How do other people/gaming companies do it if its a robot like model? If they can do it, I can too.

You need to mark your seams first before unwrapping. In order to do this you mark your seams using the existing topology your model has.

Here is something to get you started: http://www.ant-online.co.uk/FTP/AntWard_SiloUV.pdf

That link is to a manual by Anthony Ward (he wrote an excellent book on 3D Modelling In Silo 2, I highly recommend you buy it and read it to get a really good understanding of Silo 2).

Here is a video on how to mark seams in Silo 2: https://www.youtube.com/watch?v=btqYGgcCugc

Once you have your seams marked, you are ready to unwrap :)

Good luck man, you have a great attitude and I wish you all the success you can get.

Last edited by ScrotieFlapWack; Aug 1 @ 9:02am
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