View Full Version : uv-mapping for soccer-balls

Andy Meyer
09-09-2013, 10:46 AM
hi all
i'm looking for a uv-mapping specialist, its about mapping soccerball layouts like attached.

the mapping needs to be very accurate and distortion free.
it is important to uv-map the original paint-file to the object without editing the image.

some soccer-ball-uv-mapping-artist here?

09-09-2013, 10:59 AM
When you have football ball ready, it's just a matter of unwelding polygons and placing them in the right positions in uv viewport with your image placed as background image..

09-09-2013, 11:18 AM
You looking to hire someone to do it?

Or do you want to know how? That is an easy project. In LightWave I am not sure what the new tools are but it should not be that hard even with the old tools. The main thing is getting the first unwrap of the polys. How you do that initial step/steps depends on the tools you have available in your version and how the model is constructed.

09-09-2013, 12:21 PM
Well, certainly start with a tessellated sphere. That should make your life much much easier.
I believe a tessellation of 3 segments will give you a manageable layout with the correct number of pentagons and hexagons.

Then unwrap as stated above.

In fact, I would be inclined to combine the tessellated sections into exactly the spherical version of the polys in your flat image, unweld key points and flatten.
Hey maybe the ABF (or even PLG) can do it without flattening.... but I'm on Mac 9.6 sooooo, manual flatten it is. But it's only 32 polys so, really, not so bad!!

After the UV, subdivide with make pole and spherize for a "perfect" ball. (in order for the UV to hold up through the subdivide you will need to unweld all points > make pole > merge points.)

Initial 3 segment tessellation and same ball with combined polys for an easier mesh to unfold.

09-09-2013, 02:42 PM
I used the command "polygon normal UVs" and started to arrange them.. 116964116965

09-09-2013, 03:04 PM
I used ABF and then adjusted them.

http://i465.photobucket.com/albums/rr16/xXswampyXx/sOCCER_bALL_uV_zps62d430e7.jpg (http://s465.photobucket.com/user/xXswampyXx/media/sOCCER_bALL_uV_zps62d430e7.jpg.html)

09-09-2013, 03:24 PM
I thought ABF would make short work of it. :)

Re: Poly Normal UVs .... considered that, but thought it might get a little confusing trying to keep the same order/rotation/placement as actually on the ball.... just in case each section's graphic wasn't a repeating pattern for some reason like this (http://img.gawkerassets.com/img/18snbv93n6vdojpg/xlarge.jpg). But to be honest, I didn't try so I don't know if it's confusing or not at all.

Just in case you are in my boat (ABF/PLG wise etc).... Unwrap only took about ten minutes. I did unweld all though.... why fight it? ;)


09-09-2013, 03:44 PM
Looks good JoePoe. Where do you get the actual texture maps from, are they from some game?


09-09-2013, 04:28 PM
Just a Google image search > soccer (sorry) ball texture.

Probably stepping on some copyright toes. :D :angel:


Andy Meyer
09-10-2013, 04:02 AM
wow, so many answers :) thanks guys!!!
i did some tests with ABF and rearranged the UV by hand. that worked pretty well.
no or very small distortion with a polygonal ball from a ball collection with no subpatch.
i have to do some test with different balls like "euro pass ball".
atm i just evaluating, i'm not sure if i will do it myself or hire someone here. i not even won the job yet.

later guys :)

09-10-2013, 05:13 AM
I was curious if it was going to be high definition - subpatch with grooves and so on - which would change the approach a bit. Or if you are going to map the thing and bump map or displace the groves. The nice thing about this is you have a built in set of seams making the UV mapping fairly easy as far as seam issues.


Andy Meyer
10-11-2013, 06:17 AM
i use highres balls, i boght a collection at turbosquid.com.
i want to directly map the original ball drawing to the object.
the drawing consists of hexagons and pentagons.
the unwrapped mesh has some rounding instead of straight border lines, see attached image.
to exactly match the drawing to the uv mesh i need to adjust the mesh or the drawing.
i prefere to adjust the uv mesh, coz i need to reuse it for many ball drawings.
of course no visible distortion is what i want ;)

what would be the best way to do that?
i think i have to use an external tool, unfold3d Looks good.
what do you think? (sorry my poor english)


10-11-2013, 06:25 AM
I am a bit out of touch with UV mapping in LightWave, but if you shoot the file over to me I have plenty of tools to get it done in a matter of minutes - free of charge.

I'd need the image and the .obj or low file and I can deliver it in lwo if you prefer.

Email is on my site in my sig.

Andy Meyer
10-11-2013, 08:24 AM
thanks Richard, i sent you an email.