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| Hexagon tutorials Want to learn Hexagon, it\'s here! |
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| | #1 (permalink) |
| Pixar want to hire me! ![]() | 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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| | #3 (permalink) |
| Extrusion ![]() | 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 !
__________________ Fraggy |
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| | #4 (permalink) |
| Lick it up ![]() | Fraggy : please translate your message to english cos' you're in the english section ![]()
__________________ Toute faute de frappe ou erreur de syntaxe sont dues a un clavier rebelle à toute forme d'autorité. LightWave 9 | Hexagon 2 My gallery |
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| | #9 (permalink) |
| Always learning new stuff ![]() | It's working for me Empty your browser cache and try again!
__________________ Polyloop owner & Administrator - no support by PM or email. Polyloop.net [EN/FR] - Meuuh.net [FR +16 ans] - Totyo.com [FR] - Pixologic.eu [JOB] - La3dpourlesnuls.com [FR] |
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| | #11 (permalink) |
| Hexagoner ![]() | It worked fine for me.
__________________ Seek and ye shall find. JESUS Hexagon 2|Carrara 6 Pro|Photoshop CS2| Painter X http://richchurchtoday.blogspot.com/ |
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| | #12 (permalink) |
| Astral Fugitive ![]() | 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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| | #18 (permalink) | ||
| 3D zingué ![]() | Quote:
Quote:
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__________________ cherche le Nord depuis de nombreuses années. Pour le moment je suis encore à l'Ouest. | ||
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| | #19 (permalink) |
| Pixar want to hire me! ![]() | 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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| | #20 (permalink) |
| Pixar want to hire me! ![]() | 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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