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View Full Version : UV Unwrap and Setup in LW 9.6



cgisoul
08-17-2010, 09:31 AM
Hi,

Does anyone know a good tutorial teaching you the tools and ways on unwrapping a human head in LW.
I'm new in LW and trying to learn this basic step in LW environment.
Thank you for any suggestions in adv.

JeffrySG
08-17-2010, 09:38 AM
http://forums.cgsociety.org/showthread.php?t=807452

http://www.newtek.com/forums/showthread.php?t=100168

these might help....

Snosrap
08-17-2010, 10:54 AM
You need these plug-ins for happy-happy UVing in LightWave. LightWave's UV tools are basically from the previous century.

http://homepage2.nifty.com/nif-hp/index2_english.htm

PLG tools create some good unwraps. But Modeler is very limited when it comes to handling UVs.
Yes these PLG tools are great! I recently was working on a project that needed some pretty extensive unwrapping and was really struggling to get a nice unwrap in modo (which IMO has some very nice UV tools) so I brought the model into Modeler and within 10 minutes got a beautiful unwrap with the PLG toolset.

bazsa73
08-17-2010, 11:32 AM
PLG! PLG! PLG!
or the dynamic cloth unfold method

Greenlaw
08-17-2010, 01:50 PM
The 'traditional' way in LightWave would be to make a seam in your geometry, create a morph, peel the skin to a generally flat object, and then create a planar uv map. Then export an orthographic image of the mesh for your paint program and paint your texture. This is if you want to do it completely without plug-ins or external programs (not counting your paint program of course.)

An easy 'cheap as free' way is to use PLG as recommended above.

If you want to spend money, I highly recommend UV Layout. Some of us here at the Box swear by the program for creating the most distortion-free UV maps anywhere. It's tricky to learn, but once you get the hang of it, the process and results never cease to amaze. I wish somebody would write a LW connection plug-in for it, they way some UV Layout users have for Maya, XSI, and Max. But even without the connection plug-in it works very well.

If you don't want to go that specialized (i.e., expensive) for UV mapping, look into 3D Coat and Modo; they both have advanced UV mapping tools that are easy to use. (Well, okay, Modo actually costs more than UV Layout, but you get a great modeler too.) :)

(FYI, I use all three programs plus LightWave for UV mapping and editing. It all depends on what I'm trying to do and what I happen to have conveniently open at the time, but for working with really complicated surfaces I'm usually choosing between UV Layout and Modo.)

G.

Titus
08-17-2010, 07:04 PM
Another vote for UV layout.

We also use the pelting tools in Blender, then export the object as OBJ. PLG was my tool of choice before realizing it was a little primitive (a little less primitive than no PLG at all :D).

cgisoul
08-17-2010, 09:09 PM
Thank you all for your inputs and links. That really speed up things.
Hopefully sometime soon I can start to produce some good work with LW.
Again, thank you all. Will look into the PLG thing. ;)

lightmann
08-17-2010, 10:47 PM
plg is far the better solution inside lw, but don't forget the morph buffer technique that allows construct the uv with the power of the modeling tools.

cgisoul
08-17-2010, 11:08 PM
One thing and the only thing I miss from modo is the UV setup. You mark the edges and just unwrap. For that Lux has really nailed down very well.

I am not familiar with the morph technique, is there any tutorials showing this please. Thank you.

snookD
08-17-2010, 11:43 PM
If you haven't go it, I would wholly recommend "Essential Lightwave" by Steve Warner. An absolutely fantastic resource for people switching to Lightwave....it goes into UV'ing in depth (including the PLG plugins).

Cohen
08-18-2010, 01:26 PM
One thing and the only thing I miss from modo is the UV setup. You mark the edges and just unwrap.

You can select edges with plg, and then unwrap. You can also save your edge selection with plg. (Nothing to do with selection maps mind you.)



I am not familiar with the morph technique, is there any tutorials showing this please. Thank you.

Don't bother with learning/doing morph techniques and cloth fx unwraps in layout. These are old school methods, 'tricks of the trade' if you will, that no one should ever have to do today. Why people are suggesting this stuff is truly amazing to me. I feel like they really do you a diservice. ~ I must be blunt about it.

Perhaps I could throw you a video later if you really need help with plg. There are actually a few ways to unwrap with plg, and a few different interfaces that can do the unwrapping job.

Snosrap
08-18-2010, 05:23 PM
Don't bother with learning/doing morph techniques and cloth fx unwraps in layout. These are old school methods, 'tricks of the trade' if you will, that no one should ever have to do today. Why people are suggesting this stuff is truly amazing to me. I feel like they really do you a diservice. ~ I must be blunt about it..

:agree:

K-Dawg
08-19-2010, 11:43 AM
@ Cohen
sounds great. I would appreciate that too. I use PLG a while now, but I still get weired results when I unwrap. Maybe I'm just using the tool wrong.

If it could be possible, a in depth Video tut would be very great for that there are hardly any real in depth videos about that.

A not to simple but not to complex object would be great. Like I mentioned, my Maps seem to be whacky each time I unwrap, even a Box turns out to be weired many times oO

Greetz

08-19-2010, 12:14 PM
UVing models inside LW would be a nightmare without PLG!

Sarford
08-19-2010, 01:51 PM
If you realy want to learn to old ways then here are some excellent tutorials for that:

Robin Wood UV tutorials (http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPages/LWUVStart.html)

For today's technology there is nothing better then UV Layout. It is a bit pricey but the flexibility, speed and easy of use (after getting used to the unorthodox UI) is unsurpassed. It was the best $300 I ever spend and I would do it again.

UnCommonGrafx
08-19-2010, 03:09 PM
haha,
I think getting rid of the terminology for what we do would go a long way. Pelting is what it is, regardless of the math (U,V) to get us there.
PLG will get you there if your mesh is 'lite'. Once it becomes too complex for point/edge selection, ya gotta go elsewhere.
If Pelting is your profession, or your creations ALWAYS need a pelting treatment, then the above suggestions should be studiously followed. Or, if you are just well resourced. :)

As an aside, I would stand by my brethren who have suggested some of the other methods of pelting with dynamics and the like. If someone is asking about it, they probably could do with a bit more learning, overall. Working with dynamics, saving out transformed objects, endomorphs, the back and forth - PRICELESS SugarHoneyIcedTea for the person "on the learn with LW".
Hecky darn, the disservice is in letting such tasks/abilities go from our knowledge-base just because it's "old". Nowadays, all of it can be surveyed in two hours with the speed of computers. It's just good knowledge to know how to "toss it around" in LW.
(I'm getting into Teacher mode. ;) School started yesterday, the kids show up on Monday and I get to teach this schtuff. Exciting times.)

jasonwestmas
08-19-2010, 05:02 PM
Yeah you are going to have a hard time using PLG UVedit with models that have a lot of nooks and crannies. The edge select (for defining UV island boundaries) doesn't work very well, so what I do is select edges, convert the edge select to select points and then use a "edge split" plugin. Should be on flay (32-bit)

curious
08-19-2010, 05:34 PM
i found this to be very interesting
http://www.youtube.com/user/NewTekInc#p/c/8E40822449AC25F0/21/5f4RiRHpU90
sure not the ultimate way to go about it but a curious proof of concept

Titus
08-19-2010, 06:06 PM
We're talking about complicated UV unwrapping when Ptex (http://www.disneyanimation.com/library/ptex/) is probably the way to texture models in the future.

jasonwestmas
08-19-2010, 08:47 PM
We're talking about complicated UV unwrapping when Ptex (http://www.disneyanimation.com/library/ptex/) is probably the way to texture models in the future.

The future for some types of models maybe. I really don't like directly painting on the model in all cases. I still need to see the texture flattened and recognizable.

cgisoul
08-19-2010, 09:00 PM
Hi Everyone,

Thank you all for your inputs/comments and directions. Still learning the nodes in LW too.
What I mainly do is characters and portrait as seen here: http://www.mduque.com
Still haven't got the time to work on a full scale model yet, but it is something in my to do list that's for sure. Will PLG plugin work?

UVlayout unfortunately the UI it is akward. But again, like in ZB, once the UI issue is passed, it's a bless to work in zb. Maybe I should give UVlayout a second chance if time permits.


Perhaps I could throw you a video later if you really need help with plg. There are actually a few ways to unwrap with plg, and a few different interfaces that can do the unwrapping job.

Hi Cohen,

I would really be very thankful if you could do a video showing unwrap with plg. Thank you.

TripD
08-19-2010, 09:12 PM
Since you're new, I would learn the method they explain on this site. It's called photorealistic male bust. Just sign up for an account and download the content.

http://www.ten24.info/

If you are going to use reference images for a base texture, the tutorial really helps to blend the two views into one texture map.

cgisoul
08-19-2010, 09:21 PM
Since you're new, I would learn the method they explain on this site. It's called photorealistic male bust. Just sign up for an account and download the content.

http://www.ten24.info/

If you are going to use reference images for a base texture, the tutorial really helps to blend the two views into one texture map.

Hey TripD,

That's the kind of work I am doing and hoping one day I can reach to that level of realism. However, to get there, first I need to be fluent on the technical side and that's always a barrier one have to by pass.

Thank you for the link. I'm looking at it as I type.

Rayek
08-20-2010, 10:37 PM
Another option: Blender's nice unwrapping tool set. Very easy to get great results.

erikals
08-23-2010, 07:07 PM
some PLG UV video tutorials,
http://www.newtek.com/forums/showpost.php?p=1050603&postcount=28

cgisoul
08-24-2010, 09:03 PM
Hi erikals, thanks for the link and tutorials.
That is definitely very helpful.