View Full Version : Mapping VERY complex objects.
Cobra8472
11-09-2006, 11:20 PM
I'm having trouble UV mapping very complex objects, especially my WiP Cromwell tank.
I just can't seem to find a good method for mapping smaller details, hatches, there always seems to be a seam or error in the UV.
Any tips or tutorials?
Cheers.
krazycolin
11-10-2006, 1:00 AM
what soft are you using?
kevjon
11-10-2006, 7:19 AM
Here is one http://skyraider3d.military-meshes.com/skyraider/tut_advtexmap.htm which is also in the obstacle course.
Another one is listed in 3D tips best of in the obstacle course.
Cobra8472
11-10-2006, 1:27 PM
I'm using max 8.
I think those tutorials are better suited for aircraft, etc. I've got a truckload of diffirent hatches, handles, bolts, etc that need mapping.
Is there nothing better to do with these kind of details than just go ahead and painfully map them one by one?
krazycolin
11-10-2006, 2:33 PM
well... you could always do what i do... which is to take all the small stuff... apply a box UVW, render an occlusion map... bake that on, and then do some quick painting... and you're done... unless you really want to get nutz and paint each and every bolt... (not me ... oh no... not me...)
bzhyoyo
11-10-2006, 2:42 PM
I'm actually asking myself the same question.
Krazycolin, could you point me out to a tut, or expand a bit on the method you describe because I have exactly the same kind of issue for a low-poly plane cockpit. (See there : http://www.military-meshes.com/forums/showthread.php?t=262) I've done the texture baking tut that comes with Max but I'm not really sure about how to adapt this method to my model.
krazycolin
11-10-2006, 5:20 PM
ok... are you using a separate renderer? such as vray, brazil or finalrender?
these make it easier... but not impossible... let me know this and then i will know where to start... ok?
bzhyoyo
11-10-2006, 5:59 PM
No separate renderer, straight 3DSmax scanline or Mental Ray.
krazycolin
11-10-2006, 7:14 PM
and cobra? you? (sorry but it's best if i do this just once... )
bzhyoyo
11-10-2006, 10:07 PM
np, it's his thread after all ;)
Skyraider3D
11-10-2006, 11:31 PM
You basically have three options:
1 - planar mapping and using masks to blend between different projections
2 - proper mapping, more time consuming and more seams, but perhaps better
3 - auto-unwrap and bake procedural materials
Technique 1/2 - see my tutorial. Plane, tank, doesn't matter.
To aid technique 2, use the UV Help plugin: http://www.microcan.nl/language_english/uvHelp.htm
It's really easy to use. Just read the enclosed PDF file.
For boxy objects, you can use the Unfold mapping.
Lastly MAX 8 has pelt mapping. I haven't used this myself, but it should be of great use and interest to you. Check any tutorials for this.
I general, if you want to map everything properly it's gonna take time and effort. I model low/mid-poly train models for a living, and believe me, they are just as complex as tanks. Mapping them is a pain, but it's worth it.
Cobra8472
11-11-2006, 3:04 AM
Im also using the default render :)
Cobra8472
11-11-2006, 3:05 AM
Thank you for the help skyraider!
krazycolin
11-11-2006, 4:19 PM
Right, then here's the deal... first off you need to get elight from Ronnie's site. once that's done we are ready to go.. You will then select all of your pain in the a$$ little rivets, bolts or whatever.. you shouldn't use this technique for bigger objects... it doesn't work very well. once they are all selected, you then apply a box UVW to all them. if you are applying a camo texture or something like that, this technique would then have the variation of using a different mapping/material channel... blend or mix is good for that..
At that point, you then apply the dirt material to your objects. ideally this should be a material that tiles.
now it's on to the fun part. if you read the tut on baking materials, that's the next step. using Elight, this will create the "look" of ambient occlusion or contact shadows... bake away. bring th baked texture into CS and apply a light blur... this will clean it up a bit... you are done. you can use unwrap to fix problem areas but overall.. it's pretty good for a large quantity of little doodads...
If this is insufficient info, let me know and i will make an actual tutorial.
krazycolin
11-11-2006, 4:40 PM
I should say that i don't use this method anymore much as it's just too time consuming.. what i do now is i apply box mapping to pretty much everything and then do most of my "painting" in bodypaint... it's inexpensive and works great on most things. they have a demo available and i highly recommend it.
You beat me to it KC:D
I have to admit on my KT, I've mapped the turret sides, roof, back and front separately and now rely on projection painting to line everything up - the beauty of bodypaint!
Caman0
11-12-2006, 9:10 AM
hearing about this, i will def. try it!!
Karras
11-12-2006, 10:47 AM
He,he.he folks :eek: :eek: :eek:
In my Blog I'm writing a " prehistorical " tutorial for texture my tank. My method
Can be old, stupid and slow, but it run. It's for MAX 3.1 with Texporter plugin, but it's valid for any Soft.
C&C are welcomes .;)
bzhyoyo
11-12-2006, 11:26 AM
thanks all,
I think I'm following you Krazycollin, so no need for further explanations. Ronnie, I started a proper mapping of all the small parts, tedious, but as there's no really other way for a real-time application...
zarroun
11-14-2006, 6:40 PM
what i do now is i apply box mapping to pretty much everything and then do most of my "painting" in bodypaint... it's inexpensive and works great on most things. they have a demo available and i highly recommend it.
I completely agree with colin on this one. BP is like Photoshop in 3D, and it works together with PS seamlessly, meaning that if you open a layered .psd as your texture in BP, you still have all the layers and can also easily take them back into PS. The latest version has very nifty UV tools. Cineversity has good overview videos of what BP can do now. You should check it out.
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