UVW Trouble

Discussion in 'Mapping Questions & Discussion' started by triplejx3, Jan 23, 2011.

  1. triplejx3

    triplejx3 L1: Registered

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    I have no idea if this is being posted in the right place since i never really come on here but...

    Im having trouble with a UVW map for a weapon I'm making.
    in the past i have opened existing weapons from TF2 in 3ds max created a UVW map for it and it is always layed out nicley

    For example: Wrangler UVW

    Now for some reason when I do the same for MY weapon

    This happens: My UVW

    The only way it will make any sense is if i flatten map it which then just breaks it up into tiny little peices
    Like this: Flatten mapped

    I would really appriciate some help in solving this problem
     
  2. Rexy

    aa Rexy The Kwisatz Haderach

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    The issue is that you're needing to learn how to unwrap an object properly. Automatic unwraps just don't do it the way you want, the most efficient way. When you unwrap an object, it won't just unwrap itself and be packed neatly into the UV space (just in the same way that a model won't build itself).

    Here's a tutorial I ran across the other day that might help you, I see that you're using 3ds max:

    http://www.screencast.com/users/nat...ng/media/c536ccce-4c8a-4fda-bd2e-94a138325353

    Good luck to you, and if that tutorial didn't help, try googling: UV mapping in 3ds max.
     
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  3. triplejx3

    triplejx3 L1: Registered

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    Nice video its definatly a big help but now i just need to know WHY the weapons unwrap perfectly first time but mine doesnt

    Ill keep you posted on my progress
     
  4. HellJumper

    aa HellJumper

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    Decompiled weapons always unwrap perfectly because they retain their UV data, meaning that the "seams" that Valve (or whoever modeled them) are where they always were, and those seams will layout in the uv coordinate space in the same way the person who originally unwrapped the model made them.

    Hope that helps. When you think of UVW, you should think of "manual".

    You get the best results doing stuff manually because you always get things the way you want. You may also want to see if 3dsmax is capable (I'm sure it is) of projection unwrapping. Some things are nice and dandy to unwrap using that method.

    @Rexy, thanks for that. I usually do my unwrapping in blender, but I'm trying to do more with 3dsmax now, and that was useful. Also, stop getting degrees. Those are for wussies.
     
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  5. Rexy

    aa Rexy The Kwisatz Haderach

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    Again, it's a misunderstanding of the process. Helljumper understands it correctly. Decompiled models have already been unwrapped (by hand, mostly) by someone at Valve. Models would not have texture coordinates without first being unwrapped. It's not that your software is unwrapping decompiled models perfectly, it's that they're already unwrapped, and you're viewing the result. Keep us posted.