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Carrara F.A.Q (Last Updated: 2024 Nov 05 6:06 am)
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I'm no expert, but Carrara has various mapping options (spherical, parametric, cylinder, box) just like UVMapper, so you can create a spline or vertex object, then change or specify the mapping in the texture room. You can also export the object from Carrara as a wavefront.obj file for use in UVMapper. That's the only step I know about. Once you're in UVMapper, there are various tutorials and instructions to help you at the UVMapper site. One big advantage to using UVMapper is that it lets you customize the texture template in various ways that Carrara doesn't AFAIK.
Hello cn24, Here's the answer i usually give when someone asks me about Uvmapping ('happens pretty often) : For an organic model, it's best to build UVmapping and paint a texture in a 2D program . Basically, UVmapping lets you define how a texture map will be projected on a 3D object . In the Tools folder of the content CD, you'll find a software called UVMapper . There are tutorials for it that should help you to get your feet wet with UVmapping . Here's the procedure : - in Carrara, export your model to OBJ - import your model in UVmapper - build your UVmapping (follow the tutorials) - save your model - export a texture template - open your favourite 2D prog and paint your texture map on this template - import the OBJ model in Carrara - apply the texture map to the model It may sound complicated at first, but when you get the hang of it, it has a lot of advantages . I hope it helps :) litst
I am just wondering: does Carrara Studio 2 have the scrambled UV coordinates problem that Ray Dream Studio 5.5 did? I have RDS now, but am looking to upgrade to Carrara Studio 2...that is, if it CS2 doesn't destroy my UV data as RDS does.
I have been trying to texture a weapon model for Unreal Tournament (PC shooter game). I would model it in RDS as a vertex mesh, export as an OBJ model and UV map it in UVMapper. I would then import the model back into RDS, apply my texture and re-export as a 3DS (3DS is all Unreal Tournament understands). When viewed in the game, the texture is scrambled. The weapon looks like it got dipped in a vat of rainbow paint. As a test, I exported it from RDS again as a new OBJ and looked at its UV coordinates in UVMapper and found they were indeed scrambled. Please tell me Eovia has fixed this unforgivable problem.
Hi Alduin, There's a lot of UVmapping issues that have been fixed since RDS . I'm a user of UnrealEd too, so i could make a try with Carrara2 to see if it will work . Maybe you can send me your obj and its textures ? Then i export to 3DS and bring it to UnrealEd 2.0 so we'll know if it works okay . Though you'll have to explain me how to import a 3DS object in UnrealEd 'cause i don't know ;) My e-mail : litst@chez.com Please zip the file, and if it's more than 2 Megs, send a lo-res version of the texture, thanks . litst
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Hi. Are there any tutorials on the web for uv mapping using uv mapper and carrara? I'm aware of the few uv mapper tutorials, but i'm looking for something go through the process step-by-step with carrara. Does anyone here use uvmapper with models created by carrara's subdivision vertex modeler?