clic to reload the forum home - Cliquez pour recharger le forum
The homepage Blog in englishLe blog de la page d'accueilVisit the english language forum!Allez directement au forum françaisGo to the gallery! - Allez visiter la galerie !The files to download - textures, softwares, etc.Les fichiers à télécharger : textures, logiciels, etc.3D and 2D challenges!Come and talk together in realtime - Venez tous discuter ensemble !About Polyloop.netA propos de Polyloop.net
Go Back   Polyloop - 3D & 2D Forums > English > Tutorials > Carrara tutorials
Register FAQDonate Image Hosting Members List Calendar Search Today's Posts Mark Forums Read
Carrara tutorials Find all the tutorials for Carrara inside this forum
Reply
 
LinkBack Thread Tools Search this Thread Display Modes
Old 17th January 2006, 05:58   #1 (permalink)
Box modeling
 
AWBenson's Avatar
 
Join Date: Jun 2005
Location: Miami, FL
Posts: 292
My Photos: (0)
Send a message via Yahoo to AWBenson
[C3 - C5] Mixing Different Ways to Unwrap a Model (UV #4)

"Mixing Different Ways to Unwrap a Model" is the fourth in my UV Collection. It using a low-polygon barrel model to demostrate using multiple shading domain with multiple methods of unwrapping while combining it on the previous tutorial's texure map.

http://www.awbenson.com/tutorials/Carrara_UV/UV_4.htm

The reason why you are using the same texture map as the prior one is to demostrate how to combine multiple objects into one map. If you were creating a robot character, you would typically want to have all the pieces together to paint. Henceforth, the combining aspects of this tutorial.

This tutorial can be differcult. It is not like the prior tutorials in which you can finish it within 20 minutes. However, it teaches very important parts of UV unwrapping which is why I couldn't shorten it while still producing a usable object.

The below image is a scene made from my results after painting the UV coordornates from this tutorial.



I hope you like it,
Attached Images
 
__________________
Andrew Benson
AKA: AWBenson
www.awbenson.com
andrew (at) awbenson (dot) com
AWBenson is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 15th May 2006, 21:43   #2 (permalink)
Extrusion
 
AlainK's Avatar
 
Join Date: Dec 2005
Posts: 178
My Photos: (0)
Images: 4
I've just started learning this UV unwrapping thing. Oh man, it's tedious having to arrange what seems hundreds of dots. Is there any way to do this thing automatically? How do you even align rows and columns of dots in a straight line after moving them?
AlainK is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 15th May 2006, 22:45   #3 (permalink)
Box modeling
 
AWBenson's Avatar
 
Join Date: Jun 2005
Location: Miami, FL
Posts: 292
My Photos: (0)
Send a message via Yahoo to AWBenson
Unfortunately, no on both of your questions. Carrara doesn't have any form of pelt mapping like Hexagon 2 has.

You simply have the default methods of unwrapping from within Carrara, planar, box, cyclindar, etc. And Carrara doesn't allow for seems, so that is one reason as you have to use a run about method to create a seem in the UV mesh, as seen with the animated gifs.

You can simplify some of it by using alot of shading domains, but then it's tendious from another area.
__________________
Andrew Benson
AKA: AWBenson
www.awbenson.com
andrew (at) awbenson (dot) com
AWBenson is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 22:35   #4 (permalink)
Extrusion
 
AlainK's Avatar
 
Join Date: Dec 2005
Posts: 178
My Photos: (0)
Images: 4
Quote:
Originally Posted by AWBenson
Unfortunately, no on both of your questions. Carrara doesn't have any form of pelt mapping like Hexagon 2 has.

You simply have the default methods of unwrapping from within Carrara, planar, box, cyclindar, etc. And Carrara doesn't allow for seems, so that is one reason as you have to use a run about method to create a seem in the UV mesh, as seen with the animated gifs.

You can simplify some of it by using alot of shading domains, but then it's tendious from another area.
Andrew, any idea how they do those rows or columns of decals like those numbers and letters on a cell phone, keyboard, remote, etc? What technique is used? Howcome I've never seen any tut on these? Are they some kind of trade secrets nobody wants to share?
AlainK is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 21st May 2006, 00:19   #5 (permalink)
Box modeling
 
AWBenson's Avatar
 
Join Date: Jun 2005
Location: Miami, FL
Posts: 292
My Photos: (0)
Send a message via Yahoo to AWBenson
You can use a number of techniques, including a simple planar projection. These numbers are usually on a relatively flat surface. A planar project at a 90 degree angle would produce no distortions to a decal and the base color can be procedural without much effort involved.

Generally, texture mapping mechanical objects are usually fairly straight-forward because they usually don't require seemless texture unwraping. If the edges to a shading domain on the UV map doens't line up on an object with a standard, solid material then you cann't see a seem on the model anyway. This allows you to get away with "sloppy" UV-mapping. In a production environment, this is good form because you aren't spending alot of time doing something that isn't even noticable.
__________________
Andrew Benson
AKA: AWBenson
www.awbenson.com
andrew (at) awbenson (dot) com
AWBenson is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 25th January 2007, 03:50   #6 (permalink)
Vertex
 
Nester751's Avatar
 
Join Date: Jan 2007
Posts: 20
My Photos: (0)
Thanks AW!
Nester751 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT +2. The time now is 18:59.




Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.1.0
Polyloop - 3D & 2D Community Forum - © Thomas Roussel