View Full Version : uv mapping , which approach???

01-16-2006, 07:26 AM
Hi all, Im a newcomer to lightwave and am trying to get myhead around the different approaches to uv mapping. Please can someone point me to a tute or some advice on how to approach uv mapping an organic type object in general, in this case a dinosaur as a learning tool. any general hints would be greatly appreciated. My dino is subpatched at the moment.
Thanks folks!

01-16-2006, 10:59 AM

There are two nice tutorials that are essential. One uses endomorphs, the other cloth dynamics for unwrapping. Both can be combined to get extremely clean UVs.

01-16-2006, 11:03 AM

Thatīs the endomorph one, old, but still the best approach to start a UV. Quickly unfold your model in an endomorph, without being to carefull. With that as a base use the cloth fx trick...or even take it into a dedicated program like Unfold3d.



01-16-2006, 12:18 PM
thx much Chris, Ill study those, Is morph mixer part of 8.5? If so, where? I must be dense, I just dont see it
Thx again

01-16-2006, 02:22 PM
LOL, now i could go for a RTFM...

itīs a deformation modifier in the object properties.

01-16-2006, 02:40 PM
Hi kylekoch,

The best advice re uv mapping organics is to break the object down into sections, so you can tailor the initial projection type to best map the individual section- don't try to create one map for the whole thing.

You might want to take a look at Leigh van der Byl's book on lightwave texturing- it does a great job of demystifing uv mapping in lightwave. Find it on Wordware's web site ( I think it's www.wordware.com)

01-16-2006, 03:05 PM
I've really come to like unwrapping the mesh manually in an endomorph and then taking a planar projection UV of the flattened mesh.

01-17-2006, 01:22 AM
UV maps are just 2D projections. As such you have to unwrap your mesh so that you dont get smearing or the same texture projected thru parts of the mesh that are behind others. This unwrapping process is pretty standard and there are two ways to do it.
1. Manually, by hand which is pretty tedious.
2. Automatic unwrapping using a project type that matches more or less the shape of the object. For example an arm would be a cyclindrical unwrap, the hands, planar, the head could be spherical or cylindrical. Actually there arent really 'projections' as such with UV maps, these are just quick ways to unwrap the mesh in a logical way.

I typically dont use the endomorph method simply because this was an old technique that was used years ago before LW had actual UV maps. To me (except in rare cases) its redundant.

I would recommend this plugin because it makes the process, quick, interactive and very easy. It will do the unwrapping and you have widgets to rotate, move and scale the UV projects in real time.

01-17-2006, 11:36 AM
Either way, you will most undoubtedly still have much tweaking of the map to minimize the stretching or smooshing of the texture projection. I say minimize because there is pretty much no such thing as a distortion free map, at least, not one that is continuous across the surface. 98.9% is good enough.