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yeah your right, blender is a bit wonky on uv mapping, BUT if you set a few more right placed "cutlines" should be solved many problems.
yeah i know, but you guys know what i mean.
Tutorial: https://www.youtube.com/watch?v=Tovu1A0LxeQ
When you do decide to start texturing, for those of you with Photoshop, nDo Normals will make your dreams come true. It's a plugin that outputs really nice normal and specularity maps that require relatively little touchup.
Its really easy at when it comes UV textures.
Some of us just can't afford the RentWare cost of using Commercial software.
@Martin, that usually works for simple meshes that aren't too complex and have proper seams. However, when you get into more complex, highly detailed models, the way a normal unwrap warps the UV Mesh can be quite un-nerving. Combining the methods of unwrapping the model helps break some of that warping out.
youre saying that a software that lets you decide how to unwrap youre mesh is bad at it?
so youre saying that youre bad at unwrapping and blender sucks cuz of it?
wow you must have fallen out of LoL community{no offense}
Try decompiling one of the Valve character models or any model of your choosing that was not originally unwrapped and skinned using a Blender created UV map. Just a head will do.
I would like to see you clear or reset the original UV Map that is unpacked from that model then use Blender to unwrap that head.
Can you reproduce the same map that was cleared using any the unwrap methods available in Blender? You can even use the Mark Seams From Islands or create your own seams if there are no visible seams before you do your unwrap.
I'm willing to bet you can't reproduce a UV Map that is even CLOSE to the original Map just using the tools available in Blender... Not without major manual editing to move UV Mesh to match the original map.
I want to be able to produce UV maps on the fly that conform to certain layouts. For example I need to match a specific layout to get my custom models into FUSE for customization and auto-rigging. Blender's unwrap methods can not be configured to even come close to the layout I need to do that, meaning hours of work to make them conform manually.
If you know of some way to do this sort of work, then please, do some sort of video or a guide explaining the process because I am always willing to learn something new.
im feeling you have some inner rage going on but...
if you want to use premade textures, than you cant unwrap the whole thing at once, you have to unwrap it peace, by peace, stich em the right way, and lay them on the texture{as you call it manual editing, and belive me there are no tutorials what you seek, to press a button and be done with it}
i lernd that by makeing stuff for planetside2
also i do not understand why you specify a valve character, if youre useing alredy done character you dont have a need to lay down the UVs
also, none of the UVs that you make in blender shuld be final
i usualy make very basic UV layouts in blender, paint the mesh, and export the UVlayout with the picture, and make UVs use the whole texture rather than 80% of that png
also, there are no 2 same maps, if youre not working with a premade texture
you mark youre ♥♥♥♥, unwrap it, paste over things you need to be looking exacly the same, aswell as leave space for whatever else needs to be in that png
lately im working with fantasy stuff, so im makeing everything from the beginning till the end, cuz theres nothing on the internet that can posibly be of any help or even insparation for it
and i gotta say Pte, working with this kinda stuff takes time,
and i cant help you untill you show me the exact problem
and im not feeling the problem at the moment
nope im not gonna make any videos, becuz all in all, i watched like 2-3 videos on blender, and those ware for: bazeer tools, particles, and particles 2
i think, teaching youreself is what will eventualy make a unique designer or artist, but that doesnt mean you shuldnt ask for help
I just wasn't sure if I had missed something in the unwrap 101 and hoped you might be able to enlighten me based on your ...
But your last comment confirms that you're doing exactly the same thing I am.