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Old 10-04-2012, 08:25 PM   #1
MKurzhals
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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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Old 10-04-2012, 10:48 PM   #2
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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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Old 11-04-2012, 05:56 AM   #3
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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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Old 11-04-2012, 07:03 AM   #4
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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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Old 11-04-2012, 10:19 AM   #5
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thanks for the help

I guess I better get to work then : ]

thx again
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Old 11-04-2012, 03:58 PM   #6
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any chance of seeing the Armour mate? sounds interesting
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Old 11-04-2012, 09:17 PM   #7
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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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Old 11-04-2012, 11:20 PM   #8
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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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Old 12-04-2012, 06:58 AM   #9
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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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Old 12-04-2012, 01:55 PM   #10
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Quote:
Originally Posted by poopipe View Post
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
i am aware about the unsmoothed unwrapping, and i will try with the quick peelt.


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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Old 12-04-2012, 02:39 PM   #11
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Well.. then I don't quite get why you need to UV map it.

Check out --this tutorial--
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Old 12-04-2012, 04:06 PM   #12
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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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Old 12-04-2012, 04:45 PM   #13
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thx for the tips
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