PDA

View Full Version : uvw mapping is a B****


TyKeiL
09-05-2003, 08:31 AM
the absolute tediousness of uvw mapping is sooo sucky,

even for simple object, im going to go insane doing this for hours on end getting ALL THE TEXTURE COORDINATES just right and in a nice scale for the map

well its about cg, and this is the general forum so...

/end rant

Dark Bob
09-05-2003, 10:21 AM
/stands up

AMEN brother

Net Admiral
09-05-2003, 01:12 PM
What is your problem with it?
________
Medical Marijuana Co Op Oregon (http://dispensaries.org)

Knut
09-05-2003, 02:24 PM
I thought unwrapping was pure hell until I one day sat down and just forced myself to learn it:roll:
It makes more sense now:)

Incitatus
09-05-2003, 05:09 PM
I used to think that untill I started rigging.

OMG now that is HELL!

Goig!
09-05-2003, 07:18 PM
UVW coordinates are nice, I really like that part of the work, really! :D You just have to learn a few tricks and it becomes easy.

Incitatus is right, rigging is a nightmare. :eek:

TyKeiL
10-05-2003, 01:23 AM
difficult or easy is not the problem, its the tediousness of sitting down for an hour straight plotting points and not having anything visable for your efforts until you paint in photoshop

and its just good that ive always been a bit of a sucker for tedious artwork,

Goig!
10-05-2003, 05:01 AM
"and its just good that ive always been a bit of a sucker for tedious artwork,"

You should have said that from the begining.... :D
But art, sometimes, just takes time; the reward in the end should keep you going through the boring parts.

Torlok2002
10-05-2003, 05:07 AM
i read about some of the new UVW unwrap features in max 5, is there anything like this in Max4? Like where it breaks the mesh down into decently sized parts that each have a planar map? Any way to do this.
Im a UVW newb, but have had some experience with it.

fabrizzzio
15-05-2003, 10:11 PM
Well, I agree TyKeyl about that Unwrap is tedious... but we don't have chance... that the best way to control a correct mapping.

I think that the secret is keep the model as low-poly as possible, and vertex manipulation is simple. If you try Unwrap with a complex model (As I did some time ago...:grr: ) it is a complete nightmare!!!!!!

YEAH...:(

Incitatus
16-05-2003, 01:33 PM
Originally posted by fabrizzzio
I think that the secret is keep the model as low-poly as possible, and vertex manipulation is simple.

Yeah but that can be dangerous because you might get some nasty meshsmooth pullings which are hard to get rid of

Schwinnz
17-05-2003, 04:28 PM
It's been a while I use it... AND I STILL HATE IT !! :grr:

I hate it even more when you use it on complex geometry... :(

But when it's all done I'm happy I went through it all ! :)

Ivinia
21-05-2003, 06:17 PM
I'm glad I'm not the only one fighting this...

I'm trying to texture a compound object that is half of a chamfer box. I made it out of two primatives, a chamfer box and a square that I used a boolean operation on - hence, half a chamfer box. I tried to use texporter on it and all I get is a single triangle. The UVW unwrap doesn't work on it and I've been looking all over the web at tutorials. It seems really easy, but for some odd reason, I can't get it to work! I've been fighting this for 2 days now...grrrrr.

I had to laugh when I read these and you guys were talking about how difficult it is with complex objects - heck, I can't even get it to work on a primative!!!

BTW, I'm using 3ds 2.5