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Post by iwikedme on Apr 16, 2016 17:23:38 GMT -5
So I wanted to make a simple Tattoo Ink bottle so I meshed one out in blender came out great and everything until I unwraped it in blender ._. which I kinda went what I thought was right ( layered them on each other and then I saved it and imported into blender and I got this also imported the texture from blender and got this as you can see I must of done something way wrong ._. PLUS it has a lot of Polygon for such a small mesh any help what I did wrong and help me to fix my mistake ? you can also take a lot at my first to 2nd mesh First Blend MeshFinal Blend MeshI'm pretty sure it's because I have a lot of vertices ! Also here is my Package Package File
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Post by eronoel on Apr 16, 2016 20:07:09 GMT -5
I am not quite sure what the problem is; the uv map looks quiet reasonable to me. Are you having a particular problem when texturing it? As for the high number of polyies - you could decimate it (see this tutorial) or, if you were remaking it, make your cylinder that you started with (I am guessing it was a cylinder) have fewer sides. Although the decimate should do pretty well. If you don't like how it decimates, you could also try merging some of the vertices by hand.
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Post by iwikedme on Apr 16, 2016 20:14:26 GMT -5
eronoelSo the UV isn't bad ? I think that is my problem then it's texturing it and about the poly count I'll look into that tutorial ♥
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Post by eronoel on Apr 16, 2016 20:59:02 GMT -5
The only thing I can see, and it might not make a difference depending on your texture, is that a few of your peices look like they got mapped a tad crooked (sometimes blender just projects weird). You can just move those in the right place by hand in your uv map part of blender, but that would only matter if you had like text there or something.
I mean you want to keep in mind that depending on the poly and its size; you might not be able to see much detail in game so the fact that a few little lines of your uv map are a little off might not make a lot of difference.
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Post by j on Apr 17, 2016 8:39:13 GMT -5
The poly count is rather large for such a tiny object. There's no reason it should be so rounded and detailed given its tiny size. For some perspective, the basegame debug fragrance object is similar to yours (different top), and it's under 150 poly. You can decimate, or perhaps you could clone the EA one and just edit the nozzle. That way your poly count should remain small and you'll have more than half of your object already mapped for you. There's nothing inherently wrong with your UV map but you do have a lot of empty space floating around. Also right now your placeholder texture is 1024x1024, that's once again rather large, especially for such a simple small object. The aerosolSmlFragranceGEN_01's texture is 64x64 for example. It is a bit pixelated so I think if you made yours 128x128 you should be fine.
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Post by iwikedme on Apr 17, 2016 16:08:09 GMT -5
to be honst the poly count doesn't bug me much it's more of the mapping because I made a a whole new bottle and now I tried mapping it fixing the uv layout and I made it worse lol So my problem is just mapping it correctly ? (new pictures below )
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Post by eronoel on Apr 17, 2016 20:15:18 GMT -5
Yep, just mapping it correctly. Without seeing the mesh though I can't really tell what is going on, although it seems like you might have done lots of seams and if that is the case, you didn't line them up well enough...can you post the .package?
Unwrapping a cylinder can be tricky at first but I found that if you just to the top edge, the bottom edge and then one (or two) cuts vertically, it usually comes over pretty nice - should look like a rectangle
(although I know it isn't what you intended, the jagged logo does look kinda neat)
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Post by iwikedme on Apr 17, 2016 22:18:24 GMT -5
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Post by Mathcope on Apr 17, 2016 23:36:45 GMT -5
Hello, I've checked your file, the problem was the UV map although I can't tell why! It seems fine but it isn't, somehow it was causing that effect. I re-mapped the object in blender with the cylinder proyection for some parts and the proyect from view for the others. I post you the blender file HERE in case you want to use it, the texture problem is gone, but you'll need to re-make the texture to fit the new uv layout. I hope this helps I case you want to do it yourself just use blender as I said. What program did you used to make the uv map? Good luck.
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Post by Asyli on Apr 18, 2016 6:31:50 GMT -5
The first bottle has 380 doubles. The second bottle 450 doubles.
under Editmode select all vertices in Tools remove doubles.
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Post by Asyli on Apr 18, 2016 7:06:38 GMT -5
Bottle with 234 Polygone Medium Poly 180 Polygone Low Poly 138 Polygone edited UVKarte Embleme a little smaller Bottle dateiU VKarte
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Post by iwikedme on Apr 18, 2016 10:39:34 GMT -5
Mathcope I used blender to make the uv map I just had a lot of things to move around I'm pretty sure because of the high ploy but it didn't bug me much to be honest but it was to high for such a small object lol Asyli : ! WOW thank you sou much now I know how to remove the double vertices !thank you A LOT I really appreciate it ♥ So to sum everything up My problem was the vertices count the mapping ?
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Post by Asyli on Apr 18, 2016 15:43:23 GMT -5
Hi iwikedme
I have not done much . a small part of UVkarte I made new. and on the texture the Label smaller. The doubles delete.decimate twice .50 and .75 Sorry my English is bad
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Post by iwikedme on Apr 22, 2016 19:45:05 GMT -5
Hey AsyliSorry for the late reply but thank you for the help ! and do you know any chance why my meshes I make end up HIGH poly ? I do use the subdivision surface . can that be the reason ?
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Post by Mathcope on Apr 22, 2016 21:30:06 GMT -5
Yes, of course that IS one of the reasons. This kind of modifiers are not supposed to be used if you're trying to make a low-poly mesh. It will grow the poly count really big!! And for such small tiny objects it is totally unecesarry. Of example the object you made here, you just simply make a cilinder and get the same shape.
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