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View Full Version : Argh noob with issue with UV mapping and Nodes



TechnoBill
01-31-2011, 02:10 AM
Hi there,:help:
I am a noob at lightwave and after following many tutorials on modelling, I am quite comfortabe in modelling complex objects. Now I am having a real problem understanding how to realistically texture it so that the textures follow the contours of the object.
I think its the creation of UV's I am getting wrong, I have read up things and watched some videos but something just hasn't clicked yet (I am getting old so other than my bones, some things take a quite a while to click :-) ).
I can basically understand UV mapping in simple object like planes, cylinders, spheres, etc. However where there is a more complex bent shape like a snake or something similar, I Dont understand how to prepare the UV so that the nodal texture will follow the object along its spine for example keeping it oriented correctly as it bends left and right etc.
I hope I am explaning this correctly. Lest take a simple example. I start with a single poly box and I select one face then in the top view I repeatedly extend rotate, and drag it out until I eventually have a curvy snake. Lets just say I want to use a Grid texture where I want a line on the grid that goes along the lenght of my snake back following its spine as it curves left and right and the perpendicular lines become its ribs.
My feeble brain seems to think that the segments of my poly on the UV map need to be arranged in a straight line so that the grid line correctly lines up. If this is the case how do I create the straight lie of polys on the UV from a complex object without having to spend hours trying to rearrange points and faces in the UV? I have tried all the options in the form that creates the UV but none seems to do it. They always seem to create very weird shapes or at best a top down view of some sort that has the same curvey shape.
In my snake example I can imagine that you could possible plan ahead and create a straight version of the object and create the UV first, then bend the object after to the shape required. But the Snake is my simple example.
In reality, I have a sailing Ship Model (shown below) which has a complex hull shape that curves down and then up as it travels from the back of the ship to the front. And large planks that follow that countour. I dont know how to get a plank texture to accurately follow the contour so that they follow the shape and look like curved planks along the hull surface.
Sorry for the long winded explanation.
92372

meshpig
01-31-2011, 04:06 AM
UV Spider (maps/uvtextures/more) will do the snake. LW UV tools are a bit protracted otherwise but also check out "make uv's".

probiner
01-31-2011, 04:25 PM
I don't see why you talk about making straight Uvs for loop strips but try this plugin by pictrix for things like strips and tubes, etc.
http://translate.google.pt/translate?hl=pt-PT&sl=ja&tl=en&u=http%3A%2F%2Fwww.pictrix.jp%2F%3Fs%3DUV_Creeper

He even makes videos of how to use these free plugins <3
http://www.pictrix.jp/lw/UV_Creeper/uv_creeper-01.mov
http://www.pictrix.jp/lw/UV_Creeper/uv_creeper-02.mov

Cheers

JeffrySG
01-31-2011, 07:23 PM
I don't see why you talk about making straight Uvs for loop strips but try this plugin by pictrix for things like strips and tubes, etc.
http://translate.google.pt/translate?hl=pt-PT&sl=ja&tl=en&u=http%3A%2F%2Fwww.pictrix.jp%2F%3Fs%3DUV_Creeper

He even makes videos of how to use these free plugins <3
http://www.pictrix.jp/lw/UV_Creeper/uv_creeper-01.mov
http://www.pictrix.jp/lw/UV_Creeper/uv_creeper-02.mov

Cheers
Very cool! never knew about that plugin! :thumbsup:

IMI
01-31-2011, 09:05 PM
I'm going to guess that this is a simpler question than it sounds, going by this:

" I dont know how to get a plank texture to accurately follow the contour so that they follow the shape and look like curved planks along the hull surface. "

Assuming this isn't a request for some fancy UV-ing, and it just is what it sounds like it is, you would have to edit your planks image so that it "flows" along the direction of your UV map.
Because when you're superimposing a texture over a UV map, which is essentially what you're doing when you apply it via a node, the image can't change itself to follow the direction you want it to.
For people who use photo textures in specific ways on a UV map, it's a fairly time-consuming process of "assembling" the image map over an exported UV map in a program like Photoshop, so the parts of the map correspond to the relevant UVs as you want them to.

Far as I know, that's the only way to do it with image maps.

IMI
01-31-2011, 09:17 PM
I don't see why you talk about making straight Uvs for loop strips...


The way I'm reading it, I think he meant that as a potential solution to the problem of not being able to get the plank texture to "flow" along the contour.
Say if you had only a square tiled image of a pattern, you couldn't put that over a curvy UV and have the pattern follow the curves - it would just lay flat on top. So you could get around that by laying out your strip as straight UVs and then the pattern wouldn't have to flow, it would just work out as-is, and then the object itself could be bent and the texture would "follow" the new shape, because it has no choice.
Of course, that could result in alot of unwanted distortion and wouldn't be a good way to go about doing something involving boards or planks.
The "snake" example that he used above was just an example.