Edit Mesh breaks UVW Unwrap?
by Brad MacDonald · in Artist Corner · 04/27/2005 (8:02 am) · 7 replies
I created a simple model, applied Edit Mesh and extruded a couple faces and then tried the Unwrap UVW modifier. Seems simple enough but the unwrap doesn't map correctly to the model. Any thoughts why this isn't working? Thanks.
About the author
#2
The model itself is pretty simple but it's not a primitive. It looks a little like a snowplow, there's the front plow-bit and and two arms attached to the sides of the plow. I'd like the face of the plow to have a different texture than the rest of the model, which is why I was trying the Unwrap UVW. I believe the UVW Map will apply the texture all over the model and then the gizmo will allow me to transform how the texture is applied to specific faces, etc.
Is there another way to specific a unique texture to one face of the model. I *think* I can set separate IDs for the faces but I haven't tried that yet. The UVW Unwrapping has worked on a few other models so I wanted to see if it would also work (or find out why it's not working) on this model.
Oh yeah, I'm using 3DS 6.
04/27/2005 (9:50 am)
Hmmm... thanks for your thoughts.The model itself is pretty simple but it's not a primitive. It looks a little like a snowplow, there's the front plow-bit and and two arms attached to the sides of the plow. I'd like the face of the plow to have a different texture than the rest of the model, which is why I was trying the Unwrap UVW. I believe the UVW Map will apply the texture all over the model and then the gizmo will allow me to transform how the texture is applied to specific faces, etc.
Is there another way to specific a unique texture to one face of the model. I *think* I can set separate IDs for the faces but I haven't tried that yet. The UVW Unwrapping has worked on a few other models so I wanted to see if it would also work (or find out why it's not working) on this model.
Oh yeah, I'm using 3DS 6.
#3
Click on any part of the model you want to start with and use the unwrap uvw modifier. Under parameters click on edit and if your model is selected you should see outlines of your model that you can click and change the vertices on. In the modifier list you can also click on the little + sign and highlight select face to choose an individual face to work with. In the edit uvw window go at the top to where it says mapping and play around with the different flatten and unfold mapping settings. Your goal is to get the vertices to line up with the part of the texture you need on your one big texture image.
UVW unwrapping is hard and time consuming work and I'm an amateur at best but I hope this helps a little.
04/27/2005 (10:06 am)
You need to make a single texture image that has all of the textures you want for the snowplow on it. Then apply the texture to all parts of you model. Click on any part of the model you want to start with and use the unwrap uvw modifier. Under parameters click on edit and if your model is selected you should see outlines of your model that you can click and change the vertices on. In the modifier list you can also click on the little + sign and highlight select face to choose an individual face to work with. In the edit uvw window go at the top to where it says mapping and play around with the different flatten and unfold mapping settings. Your goal is to get the vertices to line up with the part of the texture you need on your one big texture image.
UVW unwrapping is hard and time consuming work and I'm an amateur at best but I hope this helps a little.
#4
Logan
04/27/2005 (11:22 am)
You can also use material IDs and a multi/sub-object material to do this affect as well though its not recommended too much since you can cause some performance issues if you aren't super careful.Logan
#5
04/27/2005 (1:35 pm)
The UVW unwrapping has worked really well on all my models up until now so maybe I'll play with that a little more and if it doesn't work I'll try the multi-sub-object material. Good to know about the performance hit, though.
#6
04/27/2005 (2:07 pm)
The UVW unwrapping has worked really well on all my models up until now so maybe I'll play with that a little more and if it doesn't work I'll try the multi-sub-object material. Good to know about the performance hit, though.
#7
04/27/2005 (2:54 pm)
The UVW unwrapping has worked really well on all my models up until now so maybe I'll play with that a little more and if it doesn't work I'll try the multi-sub-object material. Good to know about the performance hit, though.
Associate Logan Foster
perPixel Studios
In your example that you have stated above the modifier is working exactly as it should. You have told it to let you have access to edit the UVWs and it is letting you do that. What you are probably thinking should happen would occur if you used the UVW Map modifier. This modifier allows you to apply quick and dirty UVW mapping based on "gizmos" or really simple geometric shapes that define UVW coordinates on your node, you would see an instant change in the UVW and texture display on your model when you apply this modifier.
Logan