Blender

Blender

worms Aug 26, 2018 @ 5:24pm
Is There an Easy Way to do UV Mapping?
I made a bed model for Garry's Mod, and I assigned some image textures to it. My UV map is complicated and I don't know where to start. Is there any easy way to add the textures to the UV map?

https://i.imgur.com/eYLThd1.png
(The bed and the UV map)
Originally posted by criticalphil:
you could just bake the texture to an image below i linked you an 5 min video to show you how.

https://www.youtube.com/watch?v=Z_9CJw7Hf4c

Edit: i should add if you want to just the texture and no shadows etc.. just bake the diffuse
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criticalphil Aug 26, 2018 @ 6:20pm 
you could just bake the texture to an image below i linked you an 5 min video to show you how.

https://www.youtube.com/watch?v=Z_9CJw7Hf4c

Edit: i should add if you want to just the texture and no shadows etc.. just bake the diffuse
Last edited by criticalphil; Aug 26, 2018 @ 6:22pm
worms Aug 26, 2018 @ 6:40pm 
Thanks!
Pte Jack Aug 28, 2018 @ 10:10am 
If you still need help and are using Blender Render, I just posted this guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=1486813108
neckandthroat Sep 10, 2018 @ 10:06am 
UV mapping is rather simple, to do it; change your Screen Layout to UV editing, then select whatever model you wish to UV map and enter edit mode. Select the faces that you wish to be affected then press "U", there you will have a few choices on which way you want to map it. "Smart UV Project" is an easy way to do it.
Zenogias Sep 10, 2018 @ 10:35am 
Originally posted by Nuke:
UV mapping is rather simple, to do it; change your Screen Layout to UV editing, then select whatever model you wish to UV map and enter edit mode. Select the faces that you wish to be affected then press "U", there you will have a few choices on which way you want to map it. "Smart UV Project" is an easy way to do it.

Smart UV is an easy way to do it but it's also the laziest way to do work as well,learning how to use seams and method how to unwrap UV map properly is the right thing for professional to do.
RAFA SILVA Sep 10, 2018 @ 12:08pm 
UV mapping is a crucial part of the modeling process (and arguably the most boring one) but you shouldnt try to find a way to "not" do it. It's actually pretty easy, think about the cubes you did in primary school days, and put seams to where you want to cut. For starters, watch how primitives get cut. After that, you can %60-%70 cut your models, but after that comes the layout. This is important, you need to give resolution (make the island bigger) to the place you want, so your texture gets tiled there, and it gives a good look to the mesh. Also, %70-%80 of your models can be textured automatically by programs such as Substance (This program is industry standart and its basically a must to use it. Either Quixel or Substance, but Substance is much easier, use Painter first, then if you want to do your textures learn Designer, forget about B2M its ♥♥♥♥, Alchemist not out yet but it looks pretty good) but to get that "high quality" asset you have to hand-paint some things too. And to hand-paint, you need to know where you want to cut. To be honest, you dont need to think about how seams look much anymore. You can just throw some dirt on it using Substance Painter. If you are a student, I highly recommend you to get a students license, even if you are not, its 150 USD for indie license.

DONT USE SMART UV. To see how bad it is, get a scanned model, decimate it, then bake normals using XNormal or something similar (I use Substance) and you will immediately see how bad it looks. Seams everywhere, baking is not perfect etc. its just a ♥♥♥♥♥♥♥♥. If you are making a scene and something is really out of focus and dont need much detail, USE IT. Time is important. But for pretty much everything, and for games, you should never use Smart UVs.
Last edited by RAFA SILVA; Sep 10, 2018 @ 12:10pm
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Date Posted: Aug 26, 2018 @ 5:24pm
Posts: 6