Low poly UV mapping done right

Projects around retexturing and remodeling Descent

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MetalBeast
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Postby MetalBeast » Sun Oct 03, 2010 11:02 am

Ohhh, Joffa,
I think you need a bit practice about doing UVWmaps for lowpoly models,.

Sorry this looks horrible ;)

Making alternative texture for this UVW mapping seems nearly impossible.
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karx11erx
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Postby karx11erx » Sun Oct 03, 2010 11:17 am

I have taken a closer look at Joffa's UV map.

Viel Spass, MB. :lolol:

Sorry Joffa. It really looks like a total mess. :)
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Postby -JoFFa- » Sun Oct 03, 2010 6:58 pm

shure its a "mess" for you. The chunks of textures you can see - were done by computer entirely. I only have optimized a UVW unwrap shapes to use the quad of the texture completely. again a work is not finished and again you judge on unfinished results. I never expected anything else but negative on thaе. :) but its quite ok as i do understand what you judge. and agree. But i also assure you - wait for it. :)



For your information - here's how professional texture looks made for game by professional modelers :

Image


And here a movie of how its done:

http://eat3d.com/importing-unreal-editor-3

feel free to watch and learn..:)
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MetalBeast
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Postby MetalBeast » Sun Oct 03, 2010 8:32 pm

Dude, nobody judge on anything, we just wrote our opinion about this, what you posted.
So please, do not feel offended again. Keep cool please.

Using computer automatism for making UVWmaps is not the best way.
If you want usable UVW maps, do it yourself, manually.

About the video, there are 2 ways for making UVW-maps, "modder friedly" and proffessional "nobody can do it again" smartass version.

Sure, everybody can choose, which way he want to go ;)

But in open source, modding freindly community, we should handle the things easy and modding friendly. ;)
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karx11erx
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Postby karx11erx » Sun Oct 03, 2010 8:52 pm

Hey Joffa,

it's ok, we're just poking a little fun on you and your reputation. ;)
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Postby -JoFFa- » Sun Oct 03, 2010 9:05 pm

heh..as if i did not get it..:)))
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Postby -JoFFa- » Sun Oct 03, 2010 9:06 pm

MetalBeast wrote:Dude, nobody judge on anything, we just wrote our opinion about this, what you posted.
So please, do not feel offended again. Keep cool please.

Using computer automatism for making UVWmaps is not the best way.
If you want usable UVW maps, do it yourself, manually.

About the video, there are 2 ways for making UVW-maps, "modder friedly" and proffessional "nobody can do it again" smartass version.

Sure, everybody can choose, which way he want to go ;)

But in open source, modding freindly community, we should handle the things easy and modding friendly. ;)


I would agree with that..There are two ways. Yet work is not done yet:)
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Postby Sirius » Mon Oct 04, 2010 12:50 am

What exactly would you (not JoFFa in this case, everyone else) prefer for UV maps? That method is pretty standard for modern games (including Descent 3 to some extent). You can split it up across multiple textures without losing detail, but that's about it.
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Postby MetalBeast » Mon Oct 04, 2010 1:03 am

What I mean is manually unwraping and aranging the model parts on texture template, so they build logical areas, what makes the UVW maps easier to work with.

Sure, you can use "autounwrap" and fighting for days trying to create textures for it.
But even, if this final looks good, it's not modding friendly.

For which UVW maps would you raver create new textures?

for this one ?

Image

or this one ?

Image

:D
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Postby -JoFFa- » Mon Oct 04, 2010 8:58 am

I would ask you to create separate thread for this sudden thread of the subject. Just to keep thread about avenger pure.

As for your point - i totally agree. But - in my ship - texture - is the very important part of the structure. texture gives additional details. I'm also against any modifications of it - but paint jobs. For that there will be given a separate layer. people will be able to change paint jobs of the ship within certain areas but to recreate all hatches and outlets as the y see it - I'm really skeptical about final result of that and therefore I'm against such effort.

I mean that all hatches outlets seams - is unchangeable - but - certain areas painted with other color - that can be changed.

also what you showed - i support that. But not by the reason that its "easier!" to edit for user. I'm going to make such thing by the reason that parts will require mode space in pixels and therefore will have sharper details.
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Postby Ben K » Thu Oct 07, 2010 10:16 am

Hehe, that UE3 model looks like someone just hit the automatic unwrap button and painted the textures directly on the model to avoid dealing with the bitmap.
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Postby Sirius » Thu Oct 07, 2010 11:00 am

The wasted quarter of the bitmap is amusing, as well.
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Postby -JoFFa- » Thu Oct 07, 2010 2:45 pm

:) its 3 UVS in one.
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Postby -JoFFa- » Wed Nov 24, 2010 1:02 pm

Mb, i wonder - when you wrote about Userf friendly UVs for Wolf - you meant that it should be like you did it? when you applied your textures?
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Postby MetalBeast » Wed Nov 24, 2010 1:43 pm

Yes, what I mean are manually created UVW maps,
where you can easy identify which part of the model is meant for ;)

The UVW-mapping for Wolf is 95% finished. There are only few small things to be corrected.

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