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Post by thalania on Dec 16, 2017 18:05:04 GMT -5
Hello everyone. This is my first question as a creator with s4s, I hope I can explain myself well. Until now I've been learning by myself, but it is a Little confuse to me follow the tutorials in English, and now I have this counter and I don´t know how to continue. The mesh_1 is ok, but mesh_0 (the counter) I don´t know how to unwrapp the UV map for all meshes (or simply for this one). I've tried I think all the possible options, but, I really do not know how to do it. Can someone who usually creates kitchens explain their method to me? Thanks a lot!! and sorry for my bad English.
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Post by inabadromance on Dec 16, 2017 18:29:18 GMT -5
Hi! The selected part of the mesh that is highlighted orange is already unwraped and mapped. I'm assuming to picked the parts from other counter from EA. If that is correct then you only need to either fixed the texture to add the extra parts you've added to your counter or move the UV elsewhere so it doesn't conflict with the rest of the counter. Remember that you should join the handles and the main counter together by clicking one object in "object mode" and shift clicking the next. Then click ctrl + j to join. I'm not sure i'm understanding the "??" parts.. Only the handles are selected, that's why only the UV from them is shown. If you want to see all the UV then select all the mesh. If you want more help, please share the .blend and package file
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Post by thalania on Dec 17, 2017 21:58:01 GMT -5
Thank you! So, I select all the mesh, go to edit mode+A and then... unwrap, right? but what of the 10 options? And, how I create a only dds archive for all LODs such as maxis´s one? Another question about this, once the mesh is unwraped, i go to bake option to bake oclusion, textures, normal, specular etc, right? Sooorry for this basics questions, there was becoming me crazy but i really want to learn Here are the blend and the package
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Post by inabadromance on Dec 17, 2017 22:53:08 GMT -5
I'm sorry, you lost me with "10 options".. not sure what you're talking about there. Is this a new mesh you made from scratch? Or are this EA parts combined? If they are EA's then they do not need re mapping or re creating any UV. That's already done, you don't need to unwrap anything. Just move it around if needed for your own placement. If you're unsure how to move an UV, watch this VIDEO TUTORIAL. Again, if these parts are from an EA's mesh you don't need to re create textures. Just export the originals and edit them in your image editor program of choice (example, photoshop). If this is a new mesh made from scratch, then you only need to bake occlusion. And that is your base for creating your own textures. You don't bake anything else. The rest of the textures you're going to create them manually based on the originals from EA. Normals can be created by following THIS GUIDE, or through NVIDIA's filter tool that comes when you install the .dds plugin if you're using photoshop. I HIGHLY suggest you going through all the guides linked in the TUTORIALS SECTION for build/buy as they can teach you various things and tips you need to know if you're starting out or even about moderate/advanced techniques.
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Post by inabadromance on Dec 17, 2017 23:19:59 GMT -5
I'll take the liberty of creating another reply instead of editing my last post. I checked your blend AFTER writing the post, ups! Still, everything i said above applies. I highly suggest you append some of EA's handles or re-create the ones you currently have as they are extremely high polygon for the type of object you're creating. For the sake of having a clean workplace, i suggest deleting all the materials you have and pick the shadow material instead so that you can freely work in solid mode. That is the best way to see the shading of your mesh, that is currently off. This is because none of the edges are set. I suggest selecting all the mesh, and applying "edge split". A (select all), CTRL+E and "edge split". You'll have something like this: Since this is in fact a new mesh, you'll have to create your UV. The option of unwrapping is the easiest way, as it does it all at the same time. But i don't suggest this unless you take the time to make seams on all your mesh. I suggest watching THIS VIDEO TUTORIAL if you're interested in how to do this. You can do the above, or do it manually by parts. Using the camera views, 1 (front) and choosing the " project from view" option. You select the front of the counter, change to front, and unwrap from that view. Do that from all views.
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