MORE UV TEXTURE LAYOUT


Selections from email...

I just checked out your UV's. They're not bad. I think you over-did it in some places, but that's okay.

My first question: Do you have an idea of what the textures will look like? Do you want them super-detailed? Or is your character going to be mainly one color? The important parts to keep in mind are the seams. Where the pieces of the UV meet up. The front and back of the head can be separate pieces... you just need to place the seams in inconspicuous places.

I should've pointed out, you don't need to connect everything. It's okay to have the head in 2-4 parts. One problem area you created for yourself is where the chin and cheeks connect. Do you see how your poly shapes are stretched long and skinny? That causes your texture map to stretch, and it's more difficult to paint. The idea is to keep the poly shapes as close to the real polygons as possible.

I also need to point out that in the end, if you want to paint a single texture map that colors all of the geometry, then all of the UV's need to be in the upper right quadrant of the UV Texture Editor. Your square texture map repeats over each quadrant.

I would make front and back for the head, front and back for the torso, with arms and legs separate and fingers and toes separate. Does that make sense? Connect the pieces that make sense for the textures you want to paint, but don't feel obligated to connect everything.

Once you get a few UV maps under your belt, it will make complete sense and you'll do it without thinking.

I attached a checkerboard shader to your character. You'll see you did a pretty good job. There are some places on the back of the head, the cheek areas, the knees, and butt area that are stretching... but that's really it. I'd say you're about 85% of the way there.

If you leave the checkerboard shader on and move the UV's around, you can see how UV placement effects the mapping. When the checks look relatively square, you know you've got it right.

When you're done, select your character and in the UV Texture Editor, menu select: Polygons > UV SnapShot...

This will allow you to dump out a tif file for Photoshop.

Posted: Mon - June 27, 2005 at 03:50 PM          


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