+Veltro2k Posted July 30, 2012 Posted July 30, 2012 (edited) Trying to learn to create Flat fuselage Map. What is the best method ? Map top half and bottom half seperately ? Can someone maybe post some pics ? Ed Edited July 30, 2012 by Veltro2k Quote
+Stary Posted July 30, 2012 Posted July 30, 2012 hmm, I'd separate from the mesh some top and botom polys (to separate mesh to be mapped later) and map as flat Quote
mppd Posted July 30, 2012 Posted July 30, 2012 Agreed. Break it up into top/bottom, R/L. I could never figure out how to do cylindrical mapping - and I feel that it distorts too much that way anyways. Quote
+Monty CZ Posted July 30, 2012 Posted July 30, 2012 Veltro I have opposite approach than Stary, lets say I have separate meshes fuselage, vert tail, rudder, antene and maybe somesmall parts on fuselage first I set the different vertex colors for each separate mesh then I connect all meshes into one Then it is simple plannar UVW unvrap from the side then in the UVW unvrap tool I choose top and bottom faces and set them plannar from the top you have sides and top/bottom in the same size then I move rotate mirror each part of UVW map as I want, I see all parts on my UVW map so I can draw rivets around small intakes etc. sometimes I want to map small parts differently so I separate the mesh again using "choose by vertex collor" then separate...UVW unvrap again, edit as I want...easy but time consuming :-( Monty CZ Quote
+russouk2004 Posted July 30, 2012 Posted July 30, 2012 I do similar to monty join fuselage tail etc meshes,but I select faces from left,right 1st,then ,top and bottom etc and map accordingly,to the premade wireframe (I usually copy the whole model,deleting parts that appear 2x then map that to get my wireframe template)to get positions right,then I fine tune the meshes using alignment lines to join meshes to paint them,so lines and paint matches each piece. blue lines i use to align the meshes. Quote
+RAVEN Posted July 30, 2012 Posted July 30, 2012 I dont know if anyone else dose this ,but I started writing down the Gizmo info, map size,view,rotation,location. If I have to remap a mesh then I can export it back into Unrap at the same location and not have to redo the texture. This works for me and it's extra work,but it saves time on redoing the texture,fixing lines and stuff. sample: PitTex01 ----------------------------------------------- 2m ------------------------------------------------------------------------------------- Pit RS L X 0.323 Y 0.266 Z 0.516 (PP X 0.0 Y 0.0 Z 0.02) LS R X 0.323 Y -0.266 Z -0.517 FW 4m F X 1.486 Y 0.719 Z -1.486 --------------------------------------------------- Sm LPan R X 0.323 Y -0.266 Z -0.517 (PP -0.332 Y -0.259 Z 0.085) (To Map Ro Y 10.511 PP = C ) --------------------------------------------------- Prop Control Base01 R X -0.402 Y -0.266 Z -0.517 (PP X-04 Y 0.026 Z 0.195) (Ro local Y 26.1 Z -1.2 PP = C ) PC Lev R X -0.391 Y 0.985 Z 0.919 Nob01 R X -0.383 Y 0.985 Z 0.866 Quote
+Veltro2k Posted July 30, 2012 Author Posted July 30, 2012 I do similar to monty join fuselage tail etc meshes,but I select faces from left,right 1st,then ,top and bottom etc and map accordingly,to the premade wireframe (I usually copy the whole model,deleting parts that appear 2x then map that to get my wireframe template)to get positions right,then I fine tune the meshes using alignment lines to join meshes to paint them,so lines and paint matches each piece. blue lines i use to align the meshes. Thanks Russo ,,but I realy cant make heads or tails of this..it coul also be my bad eye sight Quote
+RAVEN Posted July 30, 2012 Posted July 30, 2012 (edited) LithUnwrap Edited July 30, 2012 by RAVEN Quote
+Veltro2k Posted July 30, 2012 Author Posted July 30, 2012 LithUnwrap have this UVW Unwrap Accidently erased mine and my RAR file is corrupt Quote
+RAVEN Posted July 30, 2012 Posted July 30, 2012 http://www.bobsyouruncle.net/StrikeFighter3dModeling.htm free version Quote
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