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[SOLVED] UV mapping for idiots


worldcrafter
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I Havant used 3dcoat much and ive been trying to retopologize and uv map without success.

2zgytly.pngou 

 

As you can see i'm wanting a very lowpoly model, if anyonne knows of someresources that would help me with this I'd like to know

 

The UV's are a disaster and I Dont know how to tweak the uv's so I can get rid of these nasty seems.

2a2qh1.png

These look like the most important things for me to learn, so if anyone can help me out, that'd be great

 

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The thing I would recommend doing, is checking how the object looks with the textures in whatever render or game engine you plan on using. A lot of the times, the seams show up like that in 3DC, but don't show up elsewhere.

 

 

Also if you want, I can check the file out for you, you can send it to me in private if you wish. :)

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how about moving the seams inside? like one row of poly's up.

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I believe he is suggesting that the seam should be in the next row of polys behind the rocks instead of on top of the rocks where it is most noticeable.

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On a model like that, I would just place the seam going around the bottom only. 3DC will lay out the the whole top section flat... You will only have two islands. A bottom and then the whole top section.

 

If the bottom will not be seen by the camera. you can scale that uv island smaller and scale up the other uv island so it gets more uv texture space.

 

I would maybe changed the way you retopoed the mesh but that is another story...

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On a model like that, I would just place the seam going around the bottom only. 3DC will lay out the the whole top section flat... You will only have two islands. A bottom and then the whole top section.

 

If the bottom will not be seen by the camera. you can scale that uv island smaller and scale up the other uv island so it gets more uv texture space.

 

I would maybe changed the way you retopoed the mesh but that is another story...

 

 

That is what I would do, but I was under the assumption that he really needed the UV seams to be where they were, or he wouldn't have placed them there. I am probably wrong on this.

 

I guess the question is, do you really need the that particular retopo mesh? If so, do you need the seam at that exact location?  The issue you're having, is two pronged: the Retopo mesh, and the UVs derived from having that retopo mesh. You could simplify the geometry you have for the retopo mesh to a primitive cylinder, place a seam along the bottom edge, and call it good.

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Here is another (and better) example - 

iz2iht.pngand when i merge to normal map i get nasty stuff where the seams were

wsquev.jpg

and in unity u can see where the seems where

xbn7ye.png

Edited by worldcrafter
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will you please share this project ?

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He's suggesting that you "share this project" so as to see why such a seam is visible (a lot of us don't get seams like that). 

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OK ill share my project

2hz2yk4.png

its a rock wall... oh but its a load of crap cos i cant uvmap and retopo it :(

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I managed to make something that didn't have visible seams ( By making it higher poly), but what ime more concerned about, is the result in unity

 

iwt4p4.png

2l8w0o3.png

 

It's not lit properly - it doesnt have that seem in 3d coat

25ulf1g.png

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in unity

test to invert Green (in NM)

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How do i do that?

 

i inverted the normal map (not the green, dunno what that means) and the models lighting looks a whole lot better, but the lighting seems are still there

Edited by worldcrafter
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Thanks, i changed export preferences for maya/blender instead of 3ds max

 

Its all sorted now

25yx075.png

- this thread is really messy - Why cant i delete my thread? (allowing that would make the forums much tidier)

Edited by worldcrafter
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