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UV Mapping
Posted: 23 August 2012 03:50 PM   [ Ignore ]
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I want to take a cube and turn it into a building. I have the Pictures of each side of the building. I need a good tutorial to create a custom map. I have 2 Phill W tutorials but I was looking for a simple way to unfold the cube. Anyone with a good idea.

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Posted: 23 August 2012 04:26 PM   [ Ignore ]   [ # 1 ]
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Shell1850 - 23 August 2012 03:50 PM

I want to take a cube and turn it into a building. I have the Pictures of each side of the building. I need a good tutorial to create a custom map. I have 2 Phill W tutorials but I was looking for a simple way to unfold the cube. Anyone with a good idea.


I haven’t seen the tutorials, but people seem to like his style and what he covers. Is there a reason that the tutorial is too complex?

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Posted: 23 August 2012 04:31 PM   [ Ignore ]   [ # 2 ]
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From what I understand, a cube should unfold in the shape of a cross. Best I can do is get 6 cubes in a row.

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Posted: 23 August 2012 04:48 PM   [ Ignore ]   [ # 3 ]
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Any object can unwrap in any way you want it. There are built-in automatic unwrapping modes, but you can also do it custom, any way you want. I would suggest reading a book on the basics which covers UV unwrapping, because you’re going to have to understand “seams” and other stuff if you want to do what you are suggesting.

Another option I suppose so you don’t have to worry about that, since you’re doing a simple cube shaped building, is to make 5 separate polygons, arrange them in a cube, group them, and UV each one individually with the different images.

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Posted: 23 August 2012 07:10 PM   [ Ignore ]   [ # 4 ]
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hi shell sorry don’t have car on this laptop, if you look hard enough in the uv map area (right hand corner of vertex room when uv map selected) you may find an option to export the map.

So select all the verticie of your object, choose box uv mapping - and export the uvmap, open it in photoshop, put some numbetrs on it and bring it back into carrara so you kknow what side is what number, -

then in photoshop add your real textures to this uvmap , if you take your original exported uvmap as the top layer and turn the parameter to ‘multiply’ you will see where the boundaries of the map are…. sounds like mud eh ? smile

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Posted: 23 August 2012 09:32 PM   [ Ignore ]   [ # 5 ]
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if you select relax uv’s and or unwrap (I am never sure, I prob should read the manual lol!) you can lassoo the sides and drag them around, resize and rotate
you can also move single points.
I am no uv guru, pretty ignorant actually but I have done this to fit photos to objects like leaves etc, also done a little bit retexturing clothes with images (nothing too complex, as I said, I am pretty ignorant!)

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Posted: 24 August 2012 01:15 AM   [ Ignore ]   [ # 6 ]
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You want to unfold a simple cube in across form?

1.  In UV mode, select all the faces
2.  Select the model tab and change the default to custom
3.  Select the edges as shown in my pic
4. Select the unfold tab, make sure it is in seams mode, hit the plus sign and hit unfold.  Done.
5. If the UV map doesn’t fit on the grid, go to the operation tab and hit fit
6.  You can box-select all the verts in the map and rotate to suit.
7.  Go to the display tab and export the UV map.
8. If you are having trouble identifying which part of the map in you 2d app matches which face on the model, have Carrara open with the model in the VM, select a face on the model, note which face on the UV map is highlighted and orient yourself.

I see you want to make a house from the cube - that probably means cutting in new edges and some extruding?  Be aware that this will mess up the UV’s - do the mapping when you are finished modelling.

Hope this helps to set you off on the right track.grin

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Posted: 24 August 2012 11:07 AM   [ Ignore ]   [ # 7 ]
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Thank you. grin

Trouble with this program there so many steps to do something. That means it is more versatile. The learning curve is steep.

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Posted: 24 August 2012 12:46 PM   [ Ignore ]   [ # 8 ]
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Hi Shell1850 smile

for future reference,.. In the UV Mapping section,. under “operations”, there are three basic options for box mapping.
(See pic)

You can also “export” the flattened wire-frame layout as an image which you can use as a template to build your texture map.

One other thing to note is that the simple Box mapping layout may reduce your ability to texture a large building with high detail,..
As an alternative method,. you could define each side of the building as a separate shading domain, and use Flat mapping on each side.
this gives you a larger working texture area.

You should also consider making individual levels or “floors”, so that each floor can be textured separately.

Hope it helps smile

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Posted: 24 August 2012 01:30 PM   [ Ignore ]   [ # 9 ]
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hi Andy tongue rolleye
Shell, I am uploading a silly video I made NOW!
will post link when done
basically I boxed mapped a cube, selected one face at a time, relaxed uv’s and dragged it to one side
then resized each one and positioned each on different parts of a texture map which was a photo of lots of doors and windows on the side of a building
can do lots of different really lowpoly houses using just the one texture this way
been playing with this since Scifi funk asked a simillar thing a while back

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Posted: 24 August 2012 01:47 PM   [ Ignore ]   [ # 10 ]
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silly lowpoly cube buildings by Wendy

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Posted: 24 August 2012 01:59 PM   [ Ignore ]   [ # 11 ]
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HI Wendy smile

I had to take some time out due to family issues.

Just thought I’d add to your good advice here smile

Once you click the “Apply” option for the selected Box mapping layout,.. each of the faces / sections, should be detached, and can be moved around,.. so, you don’t actually need to click “relax selected UV’s” they should be movable once you click apply.

Also,  If you double click on an edge in the UV layout, it should select that face / section and then you can move it in the UV layout.

Q: Why are you a troll now .. that doesn’t seem right, unless trolls are now helpful and friendly.

Andy smile

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Posted: 24 August 2012 02:07 PM   [ Ignore ]   [ # 12 ]
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yeah, I never read the manual red face for uv mapping! tongue wink
just trial and error mostly, I just found they tended to not want to detach, prob did not click apply properly, tend to lag esp using cam studio
I have been “moderated” a fair bit and comments removed so I must be turning into a troll tongue wink
(added that at 1001posts)
hope all is ok for you, we all missed you, a few of us have been trying to help others between trolling! snake

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        never forget
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Posted: 24 August 2012 03:42 PM   [ Ignore ]   [ # 13 ]
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Hey Andy, good to see you back - missed you around here

Shell, if you think that is a lot of steps, wait till you really get into modelling - and not only in this app - they are all the same.

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Posted: 24 August 2012 07:44 PM   [ Ignore ]   [ # 14 ]
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Shell1850 - 23 August 2012 03:50 PM

I want to take a cube and turn it into a building. I have the Pictures of each side of the building. I need a good tutorial to create a custom map. I have 2 Phill W tutorials but I was looking for a simple way to unfold the cube. Anyone with a good idea.

I’d suggest a completely different and I think easier method . . . don’t use UV’s, don’t need to unfold; simply apply a texture (image) map to each side (and top if needed) using flat mapping as the shader

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Posted: 25 August 2012 08:37 AM   [ Ignore ]   [ # 15 ]
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Thanks Roy smile

Good to be back smile

Wendy, that explains things ,. I just noticed the “Forum Troll” is part of your pic LOL Doh !

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