[Help] UV Mapping

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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

[Help] UV Mapping

Post by Wilkinson »

So my model has a hierarchy of so:

tube04
Cylinder13
box25
etc.....


When I go to Unwrap UV on for example Cylinder 13, I can only UV Map that and not the rest of that model .

So my question is how to bring all the UV Maps of the hierarchy, meaning each UV Map, onto 1 sheet.
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derg
Posts: 237
Joined: 2009-03-17 21:07

Re: [Help] UV Mapping

Post by derg »

I'd attach every object with another.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Help] UV Mapping

Post by Tim270 »

Yeah, could just attack them all, pretty sure there is a multi-unrawp plugin in somewhere around though.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Help] UV Mapping

Post by Wilkinson »

Got it thanks.
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motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Help] UV Mapping

Post by motherdear »

if you want to keep all your meshes in the hierchy properly then just use multi unwrap multi Objects Unwrap
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Help] UV Mapping

Post by Wilkinson »

Some other questions.


What is the usual Diffuse .dds sheet. I assume 1024 is ideal since its the smallest. cause I've been trying to get it onto a like 512x512 and it sucks haha
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Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Help] UV Mapping

Post by Z-trooper »

"it depends". how big is the object? how close will the player get to it? ect

also it can never hurt to create textures in a high resolution. that way they can always be scaled down to create a sharper lower res result. This is often done, creating textures 2x their finished size.
Last edited by Z-trooper on 2009-11-08 22:40, edited 1 time in total.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Help] UV Mapping

Post by Wilkinson »

[R-DEV]Z-trooper wrote:"it depends". how big is the object? how close will the player get to it? ect

also it can never hurt to create textures in a high resolution. that way they can always be scaled down to create a sharper lower res result. This is often done, creating textures 2x their finished size.
Ahh nice I had this mindset too.

With UV Mapping, the Mapper is just looking for the general areas that need detail correct? the others can be UVMapped but doesn't need huge generalization on the texture sheet. Like I have a rod on the RPG that is supposed to be same color as body. Doesn't matter where it's put?
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