Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
look at the seams that you have , the seams are incorrect
all western boots are seamed along both sides of the upper and lower parts on the sides
the lower and upper are each made of 2 parts and are seperate as well, the boot straps are also seperate pieces
im attatching a pic that will help show the seperate materials and where the seams should be
yeah if you mark your UV seams exactly where the cloth would be sewn then your UVs should come out fairly flat.. afterall those pieces of cloth would lay flat right?
Stitch witch is a handy tool to help layout and match up stitching and cloth textures.
One thing is to try to make sure you scale your UVs proportioanly if your program allows it, that way any patter you use will match up nicely with itself.
I try to use base cloth textures (look for photoshp tutorials) in greyscale with colour being added in a separate layer, that way you can use your greyscale texture as a bump. Ive had good success with some things and I now use almost no image resources in my textures.
not trying to pick on ya but this looks like a monomesh and you will never get the results you need like that
i dont have the model that you are using as a form and i dont have the boots mesh but the fixes are actauly easy and would give you a better end result
look at the reference image i posted for a guide as to the seams and the seperated pieces
making the actual textures is easy to some but the mapping is dependant on the topology
ill look around for a mesh that i can use a a pic based tut for blender for laying out the seams
monomesh, unimesh means a 1 piece mesh that is joined at the seams instead of seperated as you would see in the real world version
for example take a car body that has the entire body as 1 mesh and the fenders are only MATZONES instead of being individual parts
the straps on the boots should be made as a total of 4 pieces, the uppers as 4 and the lowers as 4
the more pieces that are availible that match the seams you tend to be able to make better maps because you do not have to comply with a warped map
its difficult to explain without the mesh and id bet you are getting more confused everytime you try because everyone has their own level of use, ive been using blender since it was about a week old so im more experienced in it but its all still basic modeling if you just dont over think it
There's also one on Blender Cookie :D
http://cgcookie.com/blender/cgc-courses/creating-a-shoe-in-blender/
Laurie
I think they look great :)
FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Yep, UV is important, particularly trying to lay it out just like it would be if all the parts were not sewn together... then you can just texture in the actual seams like it was sewn together. Make a selection around the edge and run a stitching look in a new layer. You might have to keep your selection to only one side (or erase what you don't need). If you can make a slight bump map from that too, it will help it look convincing.
I'm no texturing genius but that seems to be a good way to look at it.
Like your boots. :)
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Yeah, I know I can do better with the seams, but as I said for my first time out, I'm basically happy I got out of the program with a textured object at this point. There's still a lot I need to learn, such as how to add a second texture to the same object, how to line up the seams better, and how to generate a template.
please dont think im trying to be mean because im not
but look at a shirt and where the seams are
the texture seams and the mat zones are sperate ideas in the map
texture seams are just that a seperattion in the actual texture map and material zones are subsets within the texture
in blender you can use the texture paint option to paint the desired images on to a irregular mesh if you use the views right
example cut the sleeves at the shoulders and split the mesh in the bottom center, unwrap from view, save that as the master UV and then create another version from the top and front and back, ect.......
there was a tut on cookie that defined it better but im tired and need to feed so ill link it later
Quote - please dont think im trying to be mean because im not
but look at a shirt and where the seams are
the texture seams and the mat zones are sperate ideas in the map
texture seams are just that a seperattion in the actual texture map and material zones are subsets within the texture
in blender you can use the texture paint option to paint the desired images on to a irregular mesh if you use the views right
example cut the sleeves at the shoulders and split the mesh in the bottom center, unwrap from view, save that as the master UV and then create another version from the top and front and back, ect.......
there was a tut on cookie that defined it better but im tired and need to feed so ill link it later
You keep telling me that. I know where the seams are on a shirt. I've marked the seams on the model. Blender keeps ignoring them. So obviously, I haven't quite figured out what I'm doing wrong, okay? The only option that seems to give me close to the results I want are the "Smart UV" option.
I thought I had it there for a moment but when i tried to UV map the front of the shirt, which was the last part, everything just got completely out of hand. Up until that point everything was actually looking fine.
I think part of the problem lies with the way I modeled the breast areas on the model. I think it's throwing Blender for a loop.
Knowing just where to cut is sort of an art ;). It'll come in time...no rush. LOL
To be honest..the seams at the breast area could be darts, which some shirts definitely have (grandma was a seamstress...lol).
You can see them here running across from the shoulder toward the tip of the bust and down the front, although these are actually separate pieces sewn together I HAVE seen darts at the bust like your uvs ;).
Laurie
As far as seams go, Blender only uses user created seams for the Unwrap UV option.
All the other UV map options in Blender bypass any user created seams.
Blender's smart unwrap option, basically just tries to flatten out the map by creating its own seams, which are usually troublesome.
Smart unwrap tends to work better flat non organic shapes than rounded organic shapes.
Yeah this still isn't any good. I didn't notice before, but the size of the checks is different on both sides of the front and in the back. This has been a good shirt to practice on, but I'm going to go ahead and release this as a freebie with the previous texture. I'm going to keep practicing though.
I'll post here since it's very relevant...
I'm trying to update some textures that aren't very good. They're old (from 2007). Not that there is anything wrong with that, but they are only 1024x1024, too low res for closeups.
The objects didn't come with templates, my difficulty is they are a bit complex (weapons). I have Photoshop.
Are there better tools for this job? I see Blender here for UV maps.
Attached Link: UV Mapper Downloads Page
There's also a UVMapper program that's free you can use to map texture maps from .OBJ files. Get the Pro version (it's free, too) because you can make colored maps that, for me, make it easier to tell the zones apart.The Pro version is only for Windows but the Classic version is also available for MAC.
Quote - I'll post here since it's very relevant...
I'm trying to update some textures that aren't very good. They're old (from 2007). Not that there is anything wrong with that, but they are only 1024x1024, too low res for closeups.
The objects didn't come with templates, my difficulty is they are a bit complex (weapons). I have Photoshop.
Are there better tools for this job? I see Blender here for UV maps.
Wings is about the easiest to UV map in that I can think of. I caught on to Wings in a week ;). Mileage may vary of course. LOL.
Oh, and it's also free. Blender is a bear of a program to learn. I say start simple and go from there :)
Laurie
Quote - were the originals freebies or paid items?
that effects how they can be handled
also are they still availible from the maker?
They are paid items here at the marketplace. I was going to site mail the vendor too, just haven't had time yet. I can post what they were, if that's considered OK.
LaurieA and pigfish9 - thanks, I'll have to check those tools out too.
If all you want to do is print out the templates and not change the UVs at all, then UVM Free is the way to go (pigfish's suggestion). If you want to change uvs, then I wouldn't use UVM for that. Go for a modeling program (not Blender if you can help it since it's so involved, not because it's not good. LOL).
Laurie
I don't think I want to change the UV's - forgive me I'm a total newbie in this area. I didn't see any issues with the textures being wrong/mapped incorrectly, there's just way too low of a resolution.
I have the existing textures in the /runtime/textures directory of course, but it seems that there would be an easier way to do it.
I also emailed the vendor.
EClark
Are you using Live Unwrap In Blender?
It saves a ton of time, and doing it any other way just tests your patients.
This quick video shows just about everything you need to know on how to do it.
It just touches on how to fix stretching, but shows enough of it to get you going in a hurry.
http://vimeo.com/21943368
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->
Maybe I'll give Wings3D a try if Laurie says it UV maps easily.
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I work security at some events and occasionally football games. This weekend and last I happened to be working security for the NC State football game and I notice that a LOT of the women in attendance were wearing Cowboy boots. So I thought, hey, Roxy needs a new pair of boots!
I'm still making refinements as I try to make them better, but consarn it! I just can't get the textures to look right!
Oh well back to Blender.