I try to take portions at a time, I just can't help the many pieces flying out! I deleted half of my model like advised (somewhere.. I have been doing a lot of googling.) I also read the sticky, although I heard here that high poly baking is over-doing it. Hopefully I will have some tips here? Also the sticky had something about triangulation, what the hell is that?
Sorry so late for the response. Here is the model. I have been using Flatten Mapping I believe. I think I seen the Unfold Mapping, where you can undo your model through a web-type deal? I'm not really sure. I was told it would be easier to take only half of the model, so that is what I am trying to do, the one I am showing has symmetry to show you the entire image.
I haven't any experience with unwrapping, I really have no idea what I am doing but I am interested in learning and gaining experience in this. I really do enjoy this c: and working through the hardships such as this one.
By 'unfold mapping' you mean pelt mapping right? There are a lot of tutorials on it, and its pretty simple to get the hang of (its only really that useful on organic/cloth elements though).
For uvmapping I always keep 2 things in mind;
1) Make sure there is as little wasted space as possible (all that empty black area is a no-no, you have at least 25% wasted space there). The more efficient your texture is, the higher resolution it'll look ingame.
2) Keep the model in as few chunks as possible (meaning less seams, more logical layout). Example, so if you have an arm that would be 1 chunk, torso/legs could be another, and so on.
If you want some good examples of uvmap efficiency just look at the SC2 textures, see how they are laid out. If you want to see extreme efficiency go load up some of the older WoW textures.
Here are a couple examples of infantry I uvmapped/textured for my last mod (sorry don't have the actual uv's on hand..should give an idea of how its laid out though);
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I try to take portions at a time, I just can't help the many pieces flying out! I deleted half of my model like advised (somewhere.. I have been doing a lot of googling.) I also read the sticky, although I heard here that high poly baking is over-doing it. Hopefully I will have some tips here? Also the sticky had something about triangulation, what the hell is that?
HuH, show us your model ? There are one nice option in max called Unfold Mapping. Now you should add seams manually and then you should pelt map uvw.
But there are lots of external programs that are better for unwraping then max.
DO you have experience with unwraping ? If no, start with something simple.
@tigerija: Go
Sorry so late for the response. Here is the model. I have been using Flatten Mapping I believe. I think I seen the Unfold Mapping, where you can undo your model through a web-type deal? I'm not really sure. I was told it would be easier to take only half of the model, so that is what I am trying to do, the one I am showing has symmetry to show you the entire image.
I haven't any experience with unwrapping, I really have no idea what I am doing but I am interested in learning and gaining experience in this. I really do enjoy this c: and working through the hardships such as this one.
By 'unfold mapping' you mean pelt mapping right? There are a lot of tutorials on it, and its pretty simple to get the hang of (its only really that useful on organic/cloth elements though).
For uvmapping I always keep 2 things in mind;
1) Make sure there is as little wasted space as possible (all that empty black area is a no-no, you have at least 25% wasted space there). The more efficient your texture is, the higher resolution it'll look ingame.
2) Keep the model in as few chunks as possible (meaning less seams, more logical layout). Example, so if you have an arm that would be 1 chunk, torso/legs could be another, and so on.
If you want some good examples of uvmap efficiency just look at the SC2 textures, see how they are laid out. If you want to see extreme efficiency go load up some of the older WoW textures.
Here are a couple examples of infantry I uvmapped/textured for my last mod (sorry don't have the actual uv's on hand..should give an idea of how its laid out though);