View Full Version : UV Mapping veins and arteries

09-21-2013, 07:12 PM
I need help with UV mapping Veins and Arteries.

I'm creating a simulation in Unity3d and do not need shadows or lights in the scene, yet I need the UV Maps to be good looking as the camera will be up close.

If I use the Surface baking camera, what light type should I use for even lighting?


09-22-2013, 03:38 AM
UV spider: Maps/UV Texture/ More.../UV Spider and an Area light.

09-22-2013, 09:31 AM
If I use the Surface baking camera, what light type should I use for even lighting?

With the surface baking camera you don't necessarily need lights. Just use a default scene and turn the distant light intensity to 0 and then the Ambient intensity to 100. That will give you a clean render of the surface to UV space without any effect of scene lights or shadows.

09-23-2013, 06:12 AM
I did this last night after reading your post but didn't get around to putting it up. Anyway, it's just another way to light this kind of scene if you actually wanted some lighting and shadow information. I didn't use an area light as suggested because that won't work for the interior of a tube. What I did was make a tube for the artery, make another tube that will run down the length of the artery and provide the lighting, so it is luminous. Then in Layout I turn off all the lighting including ambient, and just use global illumination. This video shows it but it would be better if I had more details on the surface that could take advantage of the GI shading. Just another approach.


Scene file if interested.


09-23-2013, 09:10 AM
Magic Bevel can create UV maps directly... >

alternatively, UV Creeper is good for UV mapping roads/veins and such... >

09-23-2013, 04:50 PM
For what it is worth since the OP is MIA I don't think this has anything to do with Layout other than baking a surface to UV space for creating an image map that can be used in a game engine with UV mapping. I am assuming lots of procedural textures were used and the OP needs to bake that to an image.

Additionally there is Xnormal which is free. You can bake normal maps from high to low poly objects. Say if you exported a displaced version of the mesh to show bump detail. And the normal map can be used in Unity as well. Also Xnormal when installed also installs a filter into Photoshop you can use to take an image and convert it to a normal map. So if you had used procedural on the bump channel you could simply bake that as well and make it into a normal map in PS.

For the most amount of detail you'd likely want to do something like this:


UV mapping is of course the key thing that has to be in place first.