Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 21 4:12 am)
Hi Steeleyes. It does not look like your map is "'wrapping" properly. The first question I would ask you is; did you save the UV mapped model out of UV mapper? It's obvious that you saved the map, but if you don't save the model out of UVMapper and try to apply your painted map to your original model, it will not wrap properly. UV mapping doesn't just make a texture template; it also converts the model(if you save it) so that the UV coordinates of the two match up perfectly.
OMG!
There's a Photoshop forum here too?
http://market.renderosity.com/mod/forumpro/showthread.php?thread_id=2644026
There was a time the link to the other thread would have been included so we could all play along.
I tell you, this community is crumbling around us. I like that. That's my new sctick, I'm going to make a doomsday sig now....
Quest Im very sorry for the IM's did not know replying here would send you a e bot to read my words.
Ok now on to my mapping problem.
My first question to you is how did you make the model in your posting it looks exactly like the real model?
2nd are you saying that when I load a model in uv maper I can somehow save it as an obj file as well as a template? Also can this be done with the free be version or is it just an added feature of the paid version of UV Mapper?
Thanks
Steel
One of the problems is, you leave all the parts of the guitar on the template together. What you need to do is select the body/all the parts of the body. Invert the selection and hide all the other parts. Now select the body again and apply a mapping mode. The body template should stretch to cover all of the mapping area. Resize, rotate, move, whatever. When you're finished, save it as a texture template. Now unhide the other parts, select the one(s) you want and repeat the process for them. In the end, you can unhide all the parts. They will overlap each other on the texture template, but it doesn't matter anymore. Do not touch anything now, but save as a new model. Otherwise you will need to save new texture templates. Paint your textures on the templates, import the newly saved model into Bryce and apply the bitmpa textures in Parametric mode. It all should work now.
-- erlik
Well Steel, several people here have tried to help you with this, and Quest went out of his way to write a lengthy tut for you in the PhotoShop forum. I would encourage you to visit the R'osity UV Mapper forum and ask for help there. UVDan is the forum mod here and he has helped many people to learn the art of UV Mapping. At the very least you might help yourself a bit by making use of the search engine here by using the search term UV Mapping. I just did this and got 11,536 hits! Then, of course, there is always Google. Hopefully one of these will help you make a breakthrough. Good luck, Dan
Hey guys believe me I do appreciate all the help and am making break through. Its just so frussstrating for me because I am learning two things at once Photoshop and UV Mapper.
It may not show but believe me I do appreciate all the help and well I guess right now Im trying to hard maybe. Im now thinking that Maybe I picked an object that is above what I should be doing at this stage of the game. Its just so unbelieable what some of you are able to do, and well I just want to create work of quality.
Thanks for all your help with this and I will just keep at it.
Steel
“Quest would be more then happy to pay for the model of the guitar in your animation...”
Steel, I wouldn’t think of taking advantage of your situation by charging you for a model whose concept was your idea. I can surely understand your frustration since I can certainly still remember my frustrations when I first started modeling all those years ago. Some concepts at first are hard to wrap your head around especially when you’re not totally familiar with the software. In this instance, you’re trying to learn two software packages in a race to be more creative and self-sufficient.
Be advised that Erlik has offered some very useful information in respect to UVMapper template use also as has Danamo.
BTW, it is obvious that you didn’t use the box map coordinate system I instructed for simplicity.
I can sense that you truly appreciate the help, there is no question here in that respect. And I’m most happy to be of service as I’m sure are the others who have contributed. And I’m sure that you will continue to try and achieve your ultimate goal and continue to learn the art. Remember that we are all constantly learning.
First, I copied your composited image from the Photoshop forum thread and subtracted the guitar image from there. I assume this is a low resolution image since you used it to compose the overall image. For the sake of higher resolution I would like for you to send me the image (and all other images if from different sides) of the guitar at the highest resolution that is in your possession since the higher the resolution, the closer the 3D camera can get to the model before texture pixelation sets in. For this, IM me.
If a higher resolution is not available then we will make due with what is at hand. It is important that the image you provide is not a copyrighted image or graphic work of a one-of-a-kind instrument. That the image you provide is such that it could be deemed in the public domain such as items that can be readily recognizable by the general public and the image is all inclusive of that class of objects, in this case, that type of guitar. Otherwise, you need written permission from that artist.
Second, in return I will create for you a higher resolution, low poly count model with the higher resolution image mapped on it. Further, I will Zip the model, the UV map (from UV Mapper), the high res-map which you will provide by forwarding me the guitar image but I will properly sort onto the UV map and a PSD Photoshop file demonstrating the layers fully labeled for your understanding and learning on how the UV map is used in Photoshop to create the texture.
Thirdly, to this refined model I will add the subtleties and details that are not present in the animation such as the machine heads of the head stock, strings, bridge and buttons.
Fourthly, my conditions: You can use this model in whatever endeavor you see fit in the enhancement of your artwork except for commercial uses whereby yourself or anyone else associated with you will profit from my work. Full recognition as the modeling artist will be given to me and the model shall not be deformed in any shape, way or form.
If you desire to use the model in a commercial capacity than you must write me asking permission and I’m certain that a reasonable financial arrangement can be made concerning licensing, royalties and fees.
And finally, aside from being commercial, once having used the model in whatever endeavor you target, that if you own or have access to a web site, that the model be put up as a freebe for Renderosity users.
BTW, what modeling program are you using?
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Here you see what I’ve done thus far;
As you can see I have created my template using UV Mapper, then opened the BMP file in PhotoShop 7 and converted to an RBG file, created a New Layer and began my painting.
After Painting my template I opened my object in Bryce, highlighted the body of the guitar, opened the Materials Lab, clicked on the first dot next to Diffuse, then went into Leo {Texture Source Editor} and imported my template then rendered my test image.
As you can see I was able to paint my image but now it is not just a series of stripes.
I then went back into Materials Lab and tried playing with the settings in the Editor {Edit Texture} also too I tried all the options in the Parametric functions but no good.
Oh yeah! What I did was use the Eyedrooper tool in Photoshop to match up the colors in the actual guitar bottom right.
Any Ideas what I am doing wrong?
Steel
Once again Thanks all for the help you have given me to this point it is very, very much appreciated, truly.