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Hexagon tutorials Want to learn Hexagon, it\'s here!
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Old 13th May 2006, 23:10   #1 (permalink)
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UV unwrap step by step Hex 2

I make this little pdf for my fellow antipodean bwtr, with acknowledgements to Grendel for what I learned I hope it helps. I beginner too. The model is the alien from the golden pack by Thomas. I not include all the tools but show buttons I use.
cheers
Tony
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Old 14th May 2006, 23:12   #2 (permalink)
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Thanks Tony, looks good!

Cheers,

Glen
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Old 15th May 2006, 16:03   #3 (permalink)
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Bon, j'ai vu le tuto, c'est en anglais, mais c'est bien fait, je vais enfin comprendre, je crois. Une question, peut-on exporter comme dans Carra le dépliage et le traiter dans un logiciel 2D, ou bien faut-il passer dans Carra pour cela ?

Thank's !
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Old 15th May 2006, 16:05   #4 (permalink)
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Fraggy : please translate your message to english cos' you're in the english section
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Old 15th May 2006, 17:30   #5 (permalink)
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Thanks Tony for your tutorial.
;)
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Old 18th May 2006, 21:15   #6 (permalink)
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Pete: there's a little button at the very bottom of this page: you can translate it yourself!

Same in the French section...very handy!

Kind regards,
Narration
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Old 9th June 2006, 16:54   #7 (permalink)
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Do I have to unwarp everytime i need to paint directly on an object?
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Old 22nd June 2006, 09:10   #8 (permalink)
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The UV mapping tutorial Hex 2 tt.pdf (1.95 MB, 657 views) seems corrupted. Have attempted a download twice. The file will not open due to corruption.

Thanks
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Old 22nd June 2006, 10:09   #9 (permalink)
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It's working for me Empty your browser cache and try again!
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Old 22nd June 2006, 10:53   #10 (permalink)
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Cache and all of line Temp deleted. No joy. (Explorer/Acrobat7)
Maybe you still have the original file in your Temp Folder?
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Old 22nd June 2006, 21:35   #11 (permalink)
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It worked fine for me.
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Old 23rd June 2006, 23:06   #12 (permalink)
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I do not know what the "Golden Pack" is, I am assuming it is available on site somewhere. Thanks for the tut. As a rank newbie, I really appreciate the tuts.

The downloaded file was corrupted and could not be repaired. I will try to empty my cache and try again.

Emptying the cache did the trick. Woooohooo!
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Old 1st September 2006, 02:24   #13 (permalink)
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I, too, do not know what the "Golden Pack" is or where it is. I wonder if anyone has answered "UVDan" request to know whereabouts of the "Alien" model by Thomas? I'd like to know as well.

Thanks
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Old 1st September 2006, 11:13   #14 (permalink)
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The golden pack unfortunately was available only as a bonus buy when H2 first announced. It just contained a whole lot of models like the 'alienhead here. Is not available anymore, but hey, not important, you can make your own now
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Old 2nd September 2006, 18:34   #15 (permalink)
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Thanks for this tute, Tony! Very clear and understandable! Great job.

I would say more, but the tute has me all fired up to do some stuff in Hex.
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Old 3rd September 2006, 01:52   #16 (permalink)
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Thanks Tony. Very much appreciate you staying withit.

Brian
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Old 26th February 2007, 21:41   #17 (permalink)
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Cool a mapping tut mapping is on of my weakest successes in 3d modeling thanks looks very imformative
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Old 9th June 2007, 17:49   #18 (permalink)
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Quote:
Originally Posted by Fraggy View Post
Bon, j'ai vu le tuto, c'est en anglais, mais c'est bien fait, je vais enfin comprendre, je crois. Une question, peut-on exporter comme dans Carra le dépliage et le traiter dans un logiciel 2D, ou bien faut-il passer dans Carra pour cela ?

Thank's !
Trying to translate what fraggy said :

Quote:
Well, I've had a look at your tutorial ... it's in english, but it's well done : I'm going to understand at last ... I hope so. Just one question : can you export the final unwrap map in order to work over it with a 2D app, as you can do it in Carrara ( Note of the translator : photoshop or gimp, I guess), or should you use Carrara to do that ?
Hope it's what Fraggy was wanting to ask
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Old 9th June 2007, 21:27   #19 (permalink)
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Image export

Yes you can, however its not hexs greatest feature

1 Once you have the UVs laid out neatly all inside the UV grid, press the little camera button at the bottom right of the UV window. This exports an image file.
2 Name and save the image file, tif is recommended, but whatever.
3 The size of the image file is dependent on the size that you have the UV grid visible on your screen. So if you want a reasonably sharp image file, press F6 (F7 reverts) to give yourself as much screen space as possible and zoom your UV grid up until it nearly fills the screen, then hit the little export (camera) button. I can get a file thats nearly 1k X 1k
4 You can then resize the image file to whatever texture file size you want, eg 512 X 512, or 1024 X 1024 or 2048 X 2048, in your favourite 2D package.

There may be other ways of doing it and I would like to hear from others if they have a better way myself. Once the UVs are mapped maybe you can export your object (with UVs) to another application which may have better image export options.

cheers Tony

Last edited by tonytrout : 9th June 2007 at 22:19.
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Old 9th June 2007, 22:06   #20 (permalink)
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Note : a couple of tips about UV unwrap.

1 You need to complete your UV unwrap in one session as the seams and pins are not saved when you close the application. However you can still edit UVs at a later date.
2 Experiment a bit with the x,y,z projection direction until you get the best layout
3 Use the UV relax tool to untangle those little areas that dont unfold well, but use with discretion as it tends to pull all the points into a small area which means you have to spend a bit of time pulling them out again.
4 You can apply a chequer texture to your object to check how well spaced your UVs are too. Select all your objects faces, apply a new material, in the material.. textures dropdown box there is a texture checker option. I guess you could also apply your own higher density texture pattern by applying it to the material file using a 2d application. Checker patterns are usefull for checking your UV layout as they show if your UVs are too stretched in some areas. If you have both the perspective and UV windows open at the same time you can move the UV vertices around to better align the texture to the object. This is not just limited to checker patterns, you can apply and align pictures, decals textures etc.
5 Even after you have finished with UV unwrap and you no longer have the seams and pins, you can still go on editing the UV map. For instance you can still move the UV points around on the UV map, you can detach a section of the map using the UV detach tool, or weld them together using the point weld tool. When doing this you need both the UV and perspective windows open so you can see and know which vertice is highlighted.
6 Keep saving as new files as UV can take some patience and no you dont want to lose your effort.

Anybody has tips to add you are most welcome
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