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Post by sammoyke on Aug 23, 2022 10:51:03 GMT -5
I am open for either at this point. All I want to do is combine ea object meshes and make a uv map for those objects and create some very basic maxis match objects. I have a particular project idea in mind for an upcoming pack. I am not very good at uv mapping at all, I just finished figuring out how to uv map an accessory that was made from an object and i think a lot of it was luck and a fortunately really good tutorial. With this i feel like the tutorials im using aren't clicking with me. I used smart wrap on the uv map and i guess according to some tutorials its not the best way to do this. I really want to add this little bugger to my pack but if can't figure out the basics of this uv mapping concept I am gonna have to resort to sticking with basic retextures and mesh edits that just don't mess with uv maps.. It looks like its fine kinda..i can tell texturing it would be a nightmare though but then it gets worse once its in studio here is the blender file I don't even know where the "white" part of that texture is even coming from! www.dropbox.com/s/t3srttid98fbfrg/DustBunnyGarbageTEST.blend?dl=0If anyone can point me to a very specific tutorial that helps with this very specific type of mesh combining and uv mapping or if they want to collab with me on this little object with due credit I would be so grateful.
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Post by freeasabird on Aug 23, 2022 17:16:01 GMT -5
I'm looking at your blend and thinking this is not hard to unwrap, but I think another program has done the unwrapping so far? I removed all doubles and then attempted to convert the mesh to Quads but it makes a complete mess of the uv map. I use 'mark seams' to un-wrap curves or anything that isn't a cube basically. Try this vid the guy knows what he talking about and I am sure he can give you loads of info. He up-wraps the same way I do.Good luck
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Post by sammoyke on Aug 24, 2022 4:58:29 GMT -5
ill take a look at this video. What do you mean by another program has done the unwrapping so far? I only used blender to unwrap..i did use overlay on the green coloring on the texture png file to to test the uv map to try to figure out where the uv mesh was putting the texture. By looking at the file is the "object"itself ok to do the mesh, is the only area im failing in is the actual uv map method itself? Can you at least wager a guess at what the heck that white texture is ? I gotta tell you when it looked "ok " in blender but that happened in studio I was so confused. I think I would have been much less frustrated had it looked "wrong" in blender . Where is that white "spot light" texture even coming from ? Sorry If Im quick firing questions, but these are specifically ones for my object and not for meshing in general, I just want to make sure im not setting myself up for frustration for trying to uv map something that isn't even ready for the uv map.
Will I need to find a tutorial that helps meshing rounded objects ause this trash can is done in triangles when i try to create a seam its not creating like a half spherical uv map it just separates all the triangles ? I am not individually trying to uv map each triangle, even the ea mesh doesnt do that but when i alt and click it that is the seam it selects. I guess the object I picked to do is just harder cause its so spherical? he just had to click a few points to create t his mesh but the bunny and trash can seem to have so many points I don't know where to even begin trying to create a seam that would make sense , especially with the bunny. i would really love to use the exisitng uv map for the bunny is that not somehow possible to combine these two existing uv mps together since they already are uv maps that i have textures for?
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Post by mauvemorn on Aug 24, 2022 6:59:23 GMT -5
I'm looking at your blend and thinking this is not hard to unwrap, but I think another program has done the unwrapping so far? I removed all doubles and then attempted to convert the mesh to Quads but it makes a complete mess of the uv map. I use 'mark seams' to un-wrap curves or anything that isn't a cube basically. Try this vid the guy knows what he talking about and I am sure he can give you loads of info. He up-wraps the same way I do.Good luck Hi. When you use Mesh - Faces - Tris to quads, there is “Compare UVs” option in the T-panel. If you will enable it, blender will take the uvs in consideration when quadrangulatinf the mesh
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Post by sammoyke on Aug 24, 2022 7:05:08 GMT -5
err im not really sure what any of that means like quadrangulating and i cant seem to find where Compare UVs is or if that applies to something im asking for , maybe that has something to do with the triangles i was complaining about? But I mean aside of the bunny faces I'm not using a mesh with a face but the face on the bunny is less a face and more a round button eye and button nose. Anyway I have been working on this over two hours and I'm literally no where closer to getting this than before I watched the video I mean I get the seams that was informational and i learned some things and all that but its just not doing what I want it to do , I mark the seam I even tried to find the seam maxis did so I could have something close to the uv map I was used to making textures for, I thought I really had the seam points to unwrap it right and the body seems close to the original uv map the ears tail and button eyes absolutely doesn't and the trash can , for something so gd simple in shape is just having no mercy on me. Maybe I just don't have the head for this kind of geometry to get this done idk but this is starting to go beyond not fun to stressing me out so I'm taking a break thanks for trying to help I might revisit this when I feel more prepared to waste a lot of hours trying to understand this. I really wanted to get this pack out today and if i mess around with this much longer that wont happen. so im gonna add these pictures for refrence of some of my confusion , I really do wanna come back to this, I want this little bugger to be finished . SOmetimes when i click ALT i get these different points that seem to stretch across a very obvious seam. It happens only on the bunny not the trash or if it is doing it on the trash can i can't tell cause there is less points..anyway it doesnt do it all the time and i kinda have to fish around for the point that does this. I had one of the bunnies almost meshed right, i just started over cause it was almost right but not really i at least got the ears and nose to not be spread out across random parts of the map but together next to its body but there was still portions of it kinda straying way and getting mixed up and the garbagge can is still seperating into several sections i mean the ea uv map for that is just one stupidly simple section. i have tried making a seam at the bottom from outside from inside , from both. I mean i have tried it 4 different ways and no way im trying gives me a single flat uv map from end to end of the trash can the uv mesh is blank in those previews cause i was already starting over again. I can post the results of my effort but they still look a mess.
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Post by sammoyke on Aug 24, 2022 7:52:01 GMT -5
Ok so my last futile attempt for right now to show how this is going so astray my uv map doesn't look any cleaner/better than the smart uv if anything in some areas it feels just worse. I am making seams where seams feel logical around the outer edge of the ears and tail and down the center and that damned trash can I want to set on fire.
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Post by sammoyke on Aug 24, 2022 8:15:21 GMT -5
This is what I mean by close but not really with the bunnies...i mean Its like i cant copy the exact same thing on the seam twice so i end up making two slightly different versions and the limbs are swapping locations between the two ...I'm considering reducing the bunny to one bunny maybe I've just seriously gave myself to much to try to do i just thought if i could get the one getting two fo the same uv wouldn't hard , i was wrong all of this is so hard lol.
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Post by mauvemorn on Aug 28, 2022 10:42:27 GMT -5
If you did not modify the mesh, you did not need to re-uwrap anything. You just needed to move the buckets uvs and textures up and join them with the bunny's main body. This should be explained in any beginner-oriented frankenmeshing tutorial. The original dust bunny is made of 4 meshgroups and yours must be as well, otherwise it will not display textures as intended.
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Post by freeasabird on Sept 26, 2022 6:33:29 GMT -5
ill take a look at this video. What do you mean by another program has done the unwrapping so far? I only used blender to unwrap. Will I need to find a tutorial that helps meshing rounded objects ause this trash can is done in triangles when i try to create a seam its not creating like a half spherical uv map it just separates all the triangles ? I am not individually trying to uv map each triangle, even the ea mesh doesnt do that but when i alt and click it that is the seam it selects. I guess the object I picked to do is just harder cause its so spherical? he just had to click a few points to create t his mesh but the bunny and trash can seem to have so many points I don't know where to even begin trying to create a seam that would make sense , especially with the bunny. i would really love to use the exisitng uv map for the bunny is that not somehow possible to combine these two existing uv mps together since they already are uv maps that i have textures for? First I'm sorry to be late to this I am not at all well and had forgotten I replied to you. I thought from the uv that you may have used another program to unwrap simply because the little bits of the map were separated and not lined up with the main body. Not a very good description but it'll have to do. I am seeing a lot of 'exploded' uvs meaning they have been unwrapped but then just dumped onto the uv map with no cohesion, making designing and producing good textures almost impossible. I have never seen Blender do this, but it may be I use a method that is my own without thinking about it. I honestly didn't want to mess with your mesh so I am unsure why I couldn't change the triangles to quads without destroying the uv. If I had tried I would have made a copy of the mesh then tried to unwrap it and see what happened, but I was too tired to even think about it. Unwrapping curved objects can be a pain but Blender will do it and give you a perfect uv of a curved object if you half it for example, the problem then is the texture because blender doesn't care that the uvs are stretched, making the texture look horrible. The only way is to keep practicing on various meshes and finding a way that works best. eg. Cylinders can be an easy unwrap if the top and bottom seams are selected and marked and then two side seams, east & west sides works best. Once these are marked the mesh can be unwrapped using cylinder projection. If you are lucky Blender will produce a perfect set of quads for you, if not try just unwrapping and see if that works. I know that making a texture can be a daunting job but if the uv is good and the bake is good then it's halfway there. I have taken an object I like, made my own meshes, uv mapped them, baked them, and after adjusting the lightning (usually to the max, leaving a soft shade rather than a dark grey shadow) I have sometimes been able to use the original textures by pasting them into position and fading the edges using a combination of transparency control and blending/smudging. It takes time but it's all a learning process and I still have a way to go. I hope something here was of help to you and again the delay was all my bad.
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