Easy way to create a texture template, or do I have to UV map the entire model?

kaotkblisskaotkbliss Posts: 2,914
edited December 1969 in Hexagon Discussion

So I picked up some free models from cgtrader that I'm going to modify for my use in Daz.
I've got 1 model decimated (it was over 5 million polys that wasn't necessary) and ready to attempt to rig in Daz, but first I want to get it textured. Unfortunately the model has not been UV mapped or anything.

Is there a simple way to simply "unwrap" the mesh and create a template I can edit in photoshop or do I have to go through selecting all the polys and UV map the whole thing?

Comments

  • RoygeeRoygee Posts: 2,247
    edited December 1969

    Firstly, if it is a human-type figure that needs to move arms, legs, etc., decimating will not give you a decent edge flow to allow for that.

    Secondly, if you use procedural shaders or straight colours, there is no need to UV map, but if you want to make a template for painting in Photoshop, there is no short-cut around doing a proper UV unwrap - that goes with the territory :)

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    Yes, it's a humanoid character that I am working with at this time.
    The reason I decimated was because 1. there were so many polys daz and hex had a hard time opening the obj (it took a couple days trying before I could get it loaded and resaved) and 2. I think the only reason the poly count was so high is so that the creator could label it as "HD" or something like that.

    Anyways, there were way more polys than needed (a simple flat disk shape was split into a couple thousand polys)
    The model absolutely needed to be decimated.

    I'm guessing by "straight colors" you mean the model as all 1 color? At any rate, I have no idea how to do a UV unwrap (I tried a couple free programs but they only spit out a scribbled mess if anything at all)

    So I guess I will have to go through all the polys and make groups for material zones (or whatever it's called)
    I was hoping of a faster way, because even after decimating a number of times, there's still more polys than a G2 figure.

  • RoygeeRoygee Posts: 2,247
    edited December 1969

    That poly count sounds ridiculously high - is it possible to post a link so I can take a look?

    You can give it any number of straight colours without UV mapping by selecting groups of facets, defining them as shading domains, then assigning a material (colour). Be sure to give the shading domains and materials recognizable names and hide each as you go, to be sure of not duplicating as well as ensuring that all the facets are accounted for and assigned.

    This should be the last action you do, once you are satisfied that the model is complete - any messing about with the geometry after that can cause you to loose the shading domains :)

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    I started UV mapping last night (which this is my very first go at UV mapping :) ) and I was relieved that I can add polys to an existing group so I don't have to make sure I have every poly selected for a color before assigning them to a group which makes it a little easier.
    http://www.cgtrader.com/free-3d-models/character-people/sci-fi/caaw-close-combat-artificial-and-assault-weapon

  • patience55patience55 Posts: 7,006
    edited May 2015

    For starters, let's play fair ball. That was not a game piece, it is not necessarily way too many polygons ... it is a beautiful PRINT ready model which was most generously provided for free. Print models do not require uvmapping as they're going to be painted and/or made out of coloured plastics. The base would have to be more than a sliver of mesh.

    Now, to take a model [any model] and remake it for other purposes does require a little work, yes.
    If you want a base, delete the first and make a new cylinder base. That's the fast easy way.
    To rig an action figure, one is not likely going to need a base at all, at least not as part of the figure.

    To uvmap this ... well, first I'll see in my Hexie will load it ;-)

    edit: Forget it lol ..

    Okay, yes Hexagon loaded the item. Yes one could slap on a plane uvmap, which might be helpful only for shaders however in exporting out the model it more than doubled in size. While D/S could load it, decimator was taking too long to figure out the nodes so I crashed it.

    Best bet is to go with the previous suggestion from Roygee to simply colour pieces in D/S. Now, if you made all of those into shading domains and then exported out the model, then MAYBE in Hexagon you could group the sections and start uvmapping it however for all the work entailed it would be faster to remodel the item from scratch. And stick with quads ;-)

    Post edited by patience55 on
  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    The plan is to rig it for use in scenes in Daz, I did manage to get it into Hex and removed the base. Also, to be easier on resources (especially with lots of other things that may go into the scene) I've decimated it to a manageable amount.

    I'm guessing since it wasn't UV mapped, then I can't unwrap it to create a template to just wrap over the whole thing which is what I was hoping I could do instead of coloring every poly on the model.

    But this is my first time doing any texturing/UV mapping so I'm learning as I go.

  • patience55patience55 Posts: 7,006
    edited December 1969

    The plan is to rig it for use in scenes in Daz, I did manage to get it into Hex and removed the base. Also, to be easier on resources (especially with lots of other things that may go into the scene) I've decimated it to a manageable amount.

    I'm guessing since it wasn't UV mapped, then I can't unwrap it to create a template to just wrap over the whole thing which is what I was hoping I could do instead of coloring every poly on the model.

    But this is my first time doing any texturing/UV mapping so I'm learning as I go.

    tbh, this is not a good model for first choice in learning how to uvmap ;-)

    For rigging it, in D/S in the making of groups, each has to start out as the "bone" that requires it.
    For eg. the "rHand" has to be all of the polys for that "hand".

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    When "getting in the pool" I don't just "dip my toe in" do I? lol

  • RoygeeRoygee Posts: 2,247
    edited December 1969

    OK, I've taken a look. Can't download because I'm away from home and using a small laptop that can barely access the internet.

    As Patience said, this was modelled for printing and would not have the type of edge flow needed for rigging and animation.

    This is typically the type of model which would need to be retopologised to make it animatable and a normal map applied to the lower-poly version to show the fine detail. Decimating it heavily enough to use it in Hex would probably destroy the fine detail, which was the whole point of making it.

    Basically, you build a new mesh, using the high-poly version as a template. There are specialist applications for this, such as Topogun and ZBrush. Blender also has this capability. It could be done in Hex, but with a lot of work and a good knowledge of topology - definitely not for getting your feet wet as a first-timer :)

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    Yes, some of the fine detail was lost by decimation, but much of it still remains (enough to still look pretty good)
    But, instead of decimation, is there a way to select 2 or more pollys and "merge" them into 1? It might look even better if I just go over the large areas like this and leave to lined details alone.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Yes, some of the fine detail was lost by decimation, but much of it still remains (enough to still look pretty good)
    But, instead of decimation, is there a way to select 2 or more pollys and "merge" them into 1? It might look even better if I just go over the large areas like this and leave to lined details alone.

    Because the file is so heavy to start with, it lumbereth to a slow crawl at best in my Hexie so doing anything with it is a no-go.
    There's a type of modeling, I think it's called "skinning" ... you start over with brand new mesh but carefully fit it around "skinning" the item.
    This way you can start with very low poly, adding in what's needed as you are able to delete of the higher end model. Hexagon does have a limited memory cache. And incre-save often ;-)

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    I've got various stages of my progress saved such as I got the object loaded into hex and the round base removed and resaved, then again in new files at different iterations of decimation (in case I needed to go back) and they load pretty well now on my machine so I'd still like to know if I can merge 2 or more polys into a single poly.

  • Hermit CrabHermit Crab Posts: 833
    edited December 1969

    You can select an edge, or more than one, and hit Backspace.

    Generally I choose 'Stray Only ' when asked whether to delete associated vertices. Some can be deleted afterwards.

    Be prepared to Undo if whole faces vanish rather than merge.

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    Ahh, ok cool. fortunately I know hoe to create a new face if one vanishes :)

  • patience55patience55 Posts: 7,006
    edited December 1969

    Under Tools > utilities > there's a nifty option to "merge duplicate points".

    To make a face: well, practice on something much smaller like a box. Delete one of the faces. Then select 2 opposing lines, and up top there is a "Bridge" button to click. And that's it. New face normal made.

    Now, with a gazillion triangles to think about, if when you try to bridge 2 lines to form a new face, chances are pretty good that Hexie will crash. Save project before attempting action.

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