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Subject: Help from UV mapper users?


Sambucus ( ) posted Sun, 19 December 2004 at 10:01 AM · edited Sun, 12 January 2025 at 12:35 PM

Ok, so I finally made soemthing in Wings. Its not a spaceship but a simple house model, in other words a cube with a roof. Impressed so far? Ive made a template in UV Mapper and I get it into PSP. I want to texture it with a jpg of brickwork. The jpg is 1024x700.
How do I go about it? I presume you clone from one to the other but of course I only get about three bricks to a wall doing that. So the size of the source (the bricks) has to be reduced. If I make the jpg smaller so that the bricks are proportional to the wall, I cant see the jpg.
I feel stupid. Im sure the answers staring me in the face, but I`m stuck.
Any tutes out there on texturing templates, or can anyone help. Ta.


Claymor ( ) posted Sun, 19 December 2004 at 11:21 AM

Not sure what you mean when you say you "can't see the jpg". Is it scaled down too small? The basics though: The template becomes a map of sorts just like texturing a poser figure. 1. Use the template a your bottom layer. (Sorry that may be photoshop speak but I think you know what I mean.) 2. Size the brick jpg and fit it in between the lines. 3. Once you have covered all the space between the lines save. Bascially anything that fills in the space inside the lines on the template becomes the texture right... so... if you think your wall needs say, 10 rows of bricks to look scaled correctly, then scale your brick jpg down accordingly. If that scaled down pic doesn't fill the space, clone and tile. Also, in UV Mapper you can save the template as whatever size you want so it sounds like you might want to save the map larger.


lordstormdragon ( ) posted Sun, 19 December 2004 at 11:29 AM

I don't know much about PSP, but I've used UV Mapper many times for my Rhino-to-Brycing. How I would go about transferring the brick texture is : 1. Make the brick texture fully tileable with Tessalation, a filter you can try for free or by for pretty cheap from Flaming Pear (www.flamingpear.com). This step may be unnecessary depening on how big you want your texture map, and how much resolution you need in the final render. I'm suggesting this step mostly for print, you're gonna want to be able to render it 3 or 4 times as big as you would for Renderosity or your screen, and you might as well start big... 2. In PSP (Photoshop for me), select the areas in the UV-map image that you want to transfer the brick to. Save this selection in both images. Then go to the brick texture image and load the selected area, copy, and paste it into your UV-map image. I don't know about PSP, but in PS this will automatically paste the bricks into a new layer. 3. Blend your edges around a bit, to fit with any painting or other textures you'll be using. If you're using layers how I would, your UV map will always remain unchanged until the end, as the inital background layer, so you have plenty of margin for error. Hopefully this helps, again I don't know anything about PSP other than it has an extra "P" when you're using it's initials...!


lordstormdragon ( ) posted Sun, 19 December 2004 at 11:30 AM

(Sorry Claymor, looks like we were posting at the same time!)


Sambucus ( ) posted Sun, 19 December 2004 at 1:42 PM

Thanks, guys, I can see what you mean but Ive spent all day pratting around with this and all Ive learnt is that modelling is not for me. :o) Think I`ll spend my time making pics.


Claymor ( ) posted Sun, 19 December 2004 at 1:45 PM

LOL...don't give up?!?! If you modeled in Wings then using UVMapper is going about it the hard way anyway. The easy way in Wings is to select the faces you want to have similar textures and assign a texture to them. Then when you import into Bryce you can choose the pieces and give them individual textures.


Quest ( ) posted Sun, 19 December 2004 at 4:41 PM

Sambucus, PSP and PS are very similar in operationbasically the layers feature does the trick in both programs. When I output a template from UVMapper or any other program, I use it in my imaging editor as the outline of my texture map. You can do several things to it. I use it as my topmost layer and lower the opacity so that any other layer brought underneath it and manipulated can be seen through the template and can be used to keep the lower layers within boundaries of the template. Using it this way can also allow you to use it as a clipping layer where your template is used as a cookie cutter to all the other layers underneath (check out layer clipping in your programs help file). I sometimes also use my template as a selection guide when using a mask or an alpha channel. Doing so allows you to quickly select the template outline areas, which can then be helpful on your tiled textures and having them conform to your needs. UVMapper Tutorials: Tutorials UVMapper Forum: Forum Whatever you do, don't give up...you can do this and as everything else, once you do it you'll say it wasn't so bad.


Quest ( ) posted Sun, 19 December 2004 at 4:50 PM · edited Sun, 19 December 2004 at 5:04 PM

P.S. While in UVMapper, select the object and map it to whatever mapping coordinates you intend to use, I often use box. Then Load your texture. If your brick texture is way too small, than you must scale your object UV to conform, so continuously hit the x and y keys to increase the tiling until the image fits. To go the other way use Shift+x or Shift+y. Youll see the image stretching or shrinking to fit your object. Use "U" and "V" instead of "x" and "y" also in conjunction with the "Shift" key for fine tuning. You can also move the texture using the arrow keys to center it on your object.

Message edited on: 12/19/2004 16:55

Message edited on: 12/19/2004 17:04


SAMS3D ( ) posted Sun, 19 December 2004 at 5:42 PM

I have a basic simple tutorial for UV mapper, if you want it let me know and I will get a link for you, also for how to make a model articulate for Poser...up to you...let me know if I can help. Sharen


Quest ( ) posted Sun, 19 December 2004 at 6:54 PM

file_158243.jpg

A picture is worth a thousand words. Just make believe the Building texture is your brick texture for simplicitys sake.


Sambucus ( ) posted Sun, 19 December 2004 at 7:50 PM

I think I see part of the problem. Im using a very old free version of UVM while I think Quest is using UVM pro. Looks a lot clearer. Its that shrinking the texture bit I understand now. Just got the demo down so will play with it tomorrow. Sharen, I think I may have seen a tute from you, probably have it in the bowels of this PC somewhere but a link would be useful. Thanks everyone for your help. Better not give up now, then. LOL.


Quest ( ) posted Sun, 19 December 2004 at 8:31 PM

LOLmind you Sambucus, the cyan and red outlines of the map I illustrate here are my own accentuation to the image for easier understanding and have been emphasized and highlighted for ease of viewing at the posted lower resolution. The originals are a lot dimmer and less conspicuous and not as easily recognized by the casual passing user. Have fun and enjoy


Quest ( ) posted Sun, 19 December 2004 at 10:11 PM

file_158245.jpg

With some touching up, now that Ive gotten into itLOL


pogmahone ( ) posted Mon, 20 December 2004 at 1:18 AM

I use UnWrap3d, which is very easy. But unless a model is very complicated I never bother UVmapping it - I do like Claymor, assign different materials in Wings, then when you bring the object into Bryce Ctrl click to find the different material areas, and texture them in Bryce itself. I'll see if I can find an old object to do a screenshot.


pogmahone ( ) posted Mon, 20 December 2004 at 2:00 AM

file_158246.jpg

OK, here's a screenshot of an obj made in Wings, with different material-areas applied in Wings. When I bring it into Bryce, and ctrl/click, I can select any of the different material-areas, and texture them separately.


pauljs75 ( ) posted Mon, 20 December 2004 at 12:28 PM

What's also neat in Wings is that if you map the whole shmeel, it'll retain the UV's if you assign new materials later. (Or so it seems from my experience.) This allows you to mix and match texture maps and procedural materials at will.


Barbequed Pixels?

Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.


danamo ( ) posted Mon, 20 December 2004 at 11:41 PM

That's been my experience too Paul. I made a vandalised car in Wings and UVmapped it. I made a transparency map for the windshield area to simulate shattered glass and ended up using Bryce procedurals instead of my original painted texture for the rusty body parts.


Quest ( ) posted Tue, 21 December 2004 at 7:42 AM

If youre interested, checkout the UVMapper gallery and see how different artists (some you may know), using different modeling programs, use UVMapper on their models and the fine work they do. Youll be pleasantly surprised. UVMapper Gallery


pauljs75 ( ) posted Wed, 22 December 2004 at 3:15 AM

Quest: The UVMapper Gallery got hacked somehow. Which is pretty weak. (No interesting graffitti or social commentary. No apparent motive like there used to be in the ol' days.)


Barbequed Pixels?

Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.


Quest ( ) posted Wed, 22 December 2004 at 1:40 PM

Oh man, thats a terrible thing to do to someones hard work! Well, I see that at least the first three pages of the gallery are up. I get a 404 error on the fourth page tho.


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