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#1 |
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Registered User
Join Date: Apr 2011
Location: Brasil
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UV map many parts.
Hello, i need some help here
i am working in 3ds max, and i did a sci fi armor, but the armor is composed with many different parts, and i am having trouble to UV map the model, because there is a lot o parts, and i dont know what to do. If i do it one at a time, it will take to much long any tips? sorry for my english |
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#2 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
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attach them all together?
basically, if there's lot of stuff to do, it's going to take a long time and there's really not a lot you can do about that except get faster. |
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| Greatpoopipe! Thank you: | MKurzhals (11-04-2012) |
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#3 |
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Registered User
Join Date: May 2009
Location: Lithuania,Vilnius
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group tem in to one or few groups and unwrap them. or place them under one uvw modifyer and work from there.
as poopipe said - if you have lots of objects - it will take lots of time. |
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| Greatpaulius-st! Thank you: | MKurzhals (11-04-2012) |
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#4 |
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in search of excellence
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You can always change the Material ID of certain polygons that you will be texturing and others that you will not texture. then when unwrapping just work with the ones you want to texture by selecting that ID - you can lower the number of polygons a lot, depending on the model and approach
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| Greatrocneasta! Thank you: | MKurzhals (11-04-2012) |
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#5 |
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Registered User
Join Date: Apr 2011
Location: Brasil
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thanks for the help
I guess I better get to work then : ] thx again |
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#6 |
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Available for Freelance
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any chance of seeing the Armour mate? sounds interesting
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#7 |
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Registered User
Join Date: Apr 2011
Location: Brasil
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here is the model.
actually it is a armor that covers only the arm, but i pretend to create the rest of it any comments or criticism are welcome thx again |
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#8 |
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ʘὦʘ →
Join Date: Nov 2008
Location: Australia
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That looks so cool, post ur wips because I wana see more lol
![]() The only thing I can think of to speed up ur workflow is to use plugins like http://www.uvlayout.com/ other than that ur going to have to go in with brute force. |
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| GreatastroAJ! Thank you: | MKurzhals (12-04-2012) |
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#9 |
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conscientious objector
Join Date: Sep 2007
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what'll really help is unwrapping the unsmoothed version of the mesh
most of those pieces could be unwrapped by setting seams, quick peel and relax. literally just a few clicks per element so it won't be a huge task do you really need to unwrap it all though? if it's going to production then a lot of hard work can be done with shaders and if it's going to be baked to low poly you don't need to unwrap anyway |
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#10 | |
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Registered User
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Quote:
the problem is that i am not thinking about to bake it to low poly, because it is going be only a illustration. |
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#12 |
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ʘὦʘ →
Join Date: Nov 2008
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I agree with TekNeek, why bother with UV's if it's only a 2D image, just apply some procedural shaders and then paint the details in with PS. The only problem will be if ur doing a comic book and u need to do lots of images fast, then u need to consider the UV stuff.
Check out http://shop.3dtotal.com/training/tra...o2d-ebook.html for some good 3D/2D tuts ![]() |
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| GreatastroAJ! Thank you: | MKurzhals (12-04-2012) |
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#13 |
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Registered User
Join Date: Apr 2011
Location: Brasil
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thx for the tips
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