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Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting.

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Old 12th February 2007, 21:01   #1 (permalink)
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Texturing in Hegaxon

Hi, I need a basic tutorial about texturing in Hexagon2
I would to export some UV projection , painted them in a image editor and re loaded as skin in the model.
I got also Carrara 5.1 and Milkshape.

Last edited by Affuso; 14th February 2007 at 15:09.
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Old 12th February 2007, 21:32   #2 (permalink)
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There are three videos in the Polyloop Hexagon Tutorials section about uv unwrapping. I found them very helpful.
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Old 13th February 2007, 01:32   #3 (permalink)
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Oh! I see. Hope that them will be useful for me.
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Old 14th February 2007, 15:15   #4 (permalink)
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I dowload the Silo L edition (not really useful ..a sort of permanent demo).
I was stunned how simply is texturing in Silo in comparision with Hexagon 2: just load a material texture , select a face in the model and assign it: even a impatient noob can do it..hope that I'll learn the way to texturing face by face in Hexagon also.
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Old 14th February 2007, 16:18   #5 (permalink)
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that's how Carrara does it
In the vertex room select your faces...create a shading domain..switch to texturing room...apply texture. tweak
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Old 14th February 2007, 16:42   #6 (permalink)
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maybe with one or two steps more but Hex can do it too
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Old 14th February 2007, 19:31   #7 (permalink)
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I usually UV unwrap "organic" stuff in Hex. then paint the maps in Photoshop.
But for everything else i usually just create my shading domains in Carrara. But both work fine for me.
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Old 14th February 2007, 19:47   #8 (permalink)
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I try to follow the tutorial for Hexagon , the one uv mapping ,but it is not easy. The map is a unworthy ammount of lines, I can 't deal with this.

I own carrara 5.1 , no money for another program..hope that I can texturing face by face with it.
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Old 14th February 2007, 20:05   #9 (permalink)
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Quote:
Originally Posted by rickei View Post
I usually UV unwrap "organic" stuff in Hex. then paint the maps in Photoshop.
But for everything else i usually just create my shading domains in Carrara. But both work fine for me.
Exactly what I would do..a little tutorial for us noobs?
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Old 14th February 2007, 20:53   #10 (permalink)
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what are you trying to texture? That makes a difference in how you go about doing it. If you could post the model or a screen shot, we might can help you through it
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Old 14th February 2007, 23:19   #11 (permalink)
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I would to build , skinned and animated models for animations and small games , I am a 2D animator. After a frustrating week of try out , I managed to model something , some creatures..with the pratice I think that I can made some nice thing.
For istance: this puppet .




I can apply only a texture (whole body) in hexagon ..I would like to skin a model like this)



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Old 15th February 2007, 01:25   #12 (permalink)
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i find UV mapping and texturing a lot easier in Carrara.
i think i linked this to you before http://www.awbenson.com/tutorials.htm
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Old 16th February 2007, 23:08   #13 (permalink)
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yes , I try but still I must miss something

Perhaps I can't unvrap..I find the task very hard and frustrating.
I was able to export a texture map using Liluwrap , only to find that it is useless . When I import it as texture map , the colors are all in the wrong places.



Suggest me how to to..
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Old 17th February 2007, 02:46   #14 (permalink)
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Hiya.

This is one of the best one's I've seen for Hexagon UV mapping:

http://forum.daz3d.com/viewtopic.php?t=47257

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Old 17th February 2007, 03:16   #15 (permalink)
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UV maping is very hard and frustrating.

Both of the links provided are very good tut's... one hex one Carrara.

See which one makes the most sense to you, and use that method.

I'm not really sure what the image you posted is, but UV maps are ALWAYS square 256x256 1024x1024 etc.
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Old 17th February 2007, 13:27   #16 (permalink)
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Thanks to all..
glad to know that unwrap and texturing is an difficoult task...it is not just me.



I export this from Lilwrap, the only that reseamble the original figure ( the others models are interpreted by Lilwrap as blocks of lines ,like this



) and painted it , hoping that I may use it with the final model . Did not works.
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Old 17th February 2007, 13:36   #17 (permalink)
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Now, Lilwrap has this option :" export texture map"
I can obtain a thing like this: If I can just simply draw the inside and export as texture for the model , the problem would solved.
But is not possibile. I mean , the painted texture map is useless with the model.
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Old 17th February 2007, 14:18   #18 (permalink)
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With Hexagon I did obtain this


How to use for texturing the model?
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Old 17th February 2007, 15:48   #19 (permalink)
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This is a bit of a guess but I don't think you are saving your model with the uv map. In other words when you create a uv map in Lilwrap you have to save the map AND the MODEL which will now line up with your uv map. Then you have to import the NEW model into Carrara and apply the texture you created in Lilwrap and then painted in your paint program.

Hope this helps
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Old 18th February 2007, 02:41   #20 (permalink)
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Mmmmmmmmmm, I'll try. Thanks
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