What program do you use to UV map your models? Explain.

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  • FistyFisty Posts: 3,416

    Yes, but in DS did you try using the polygon selection set to marquise?  (the rectangle) if you use that and go into front/side/back view you can pretty easily select the whole bottom of a thing and all the polys inside it that you can't normally see

  • Richard HaseltineRichard Haseltine Posts: 107,970

    You can also select (or deselect) by existing surfaces or groups, store a selection set for refinement without the risk of losing the whole lot through a mis-click, select some part of the mesh and use ctrl + to grow the selection, or ctrl * to select all connected parts, or various other options. A dedicated modeller will probably be easier to work in, but DS doesn't require you to individually select every single polygon.

  • kyoto kidkyoto kid Posts: 41,847
    edited June 2018
    Fisty said:

    Yes, but in DS did you try using the polygon selection set to marquise?  (the rectangle) if you use that and go into front/side/back view you can pretty easily select the whole bottom of a thing and all the polys inside it that you can't normally see

    ...I tried that and accidentally deleted some of what I wanted to keep (not just for the scene I posted).  I found you have to have your view set dead straight on or it will select polys behind the front ones you don't want to select (like if you are looking slightly up or down).  In my bus stop with the girls scene I had to use it twice to change the tail lights on the car (I didn't like the way the original ones looked), first for the glass lenses to hide them temporarily so I could select the actual mesh for the tail lights.  I would think it would be easier to do this in an actual modelling programme (as then you could see the full polygon structure) and actually delete, rather than just turn the opacity to 0 for portions you don't need.  Would have done so with the organ had Hexagon not been so unstable at the time I did the scene.

    Post edited by kyoto kid on
  • Richard HaseltineRichard Haseltine Posts: 107,970
    kyoto kid said:
    Fisty said:

    Yes, but in DS did you try using the polygon selection set to marquise?  (the rectangle) if you use that and go into front/side/back view you can pretty easily select the whole bottom of a thing and all the polys inside it that you can't normally see

    ...I tried that and accidentally deleted some of what I wanted to keep (not just for the scene I posted).  I found you have to have your view set dead straight on or it will select polys behind the front ones you don't want to select (like if you are looking slightly up or down).  In my bus stop with the girls scene I had to use it twice to change the tail lights on the car (I didn't like the way the original ones looked), first for the glass lenses to hide them temporarily so I could select the actual mesh for the tail lights.  I would think it would be easier to do this in an actual modelling programme (as then you could see the full polygon structure) and actually delete, rather than just turn the opacity to 0 for portions you don't need.  Would have done so with the organ had Hexagon not been so unstable at the time I did the scene.

    Generally, use an orthogonal view (Front, Right, Top etc.) for marquee selection.

  • FSMCDesignsFSMCDesigns Posts: 12,843
    kyoto kid said:
     

    Can this be done in a modelling programme?

     

    Probably faster and easier depending on your knowledge of the modeling program used.

  • MattymanxMattymanx Posts: 6,996

    Built in Silo, mapped in Silo!

  • ProtozoonProtozoon Posts: 554
    edited June 2018

    I recently purchased Uv Layout Pro. Before that I used free uvmapper classic and tweaked with Hexagon. I uv’d my violin that way. Uv layout has 30-day free trial, I uv’d my piano with that trial. (Kyoto kid, cool render!)

    Post edited by Protozoon on
  • RorrKonnRorrKonn Posts: 509

    Any ways with allegorithmic substance painter you can change the map with a click so if theres a seam you change the map so that seams gone and so on and so forth , right SP does do this right ?

    So you never worry about seams .right ?

     does photoshop do this n can you map in photoshop ? all the uv mappers do this ?

     

  • FSMCDesignsFSMCDesigns Posts: 12,843
    RorrKonn said:

    Any ways with allegorithmic substance painter you can change the map with a click so if theres a seam you change the map so that seams gone and so on and so forth , right SP does do this right ?

    So you never worry about seams .right ?

     does photoshop do this n can you map in photoshop ? all the uv mappers do this ?

     

    Sustance painter is a great app, but its process can be overkill for addons in DS. I have several addons that used SP and are resource hogs due to the amount of textures and texture slots used which is overkill..

  • FirstBastionFirstBastion Posts: 8,048

    Hexagon3D for modelling and it has a UV unwrap function.  Then use UVmapperPRO to clean stuff up if necessary. 

     

  • RorrKonnRorrKonn Posts: 509
    RorrKonn said:

    Any ways with allegorithmic substance painter you can change the map with a click so if theres a seam you change the map so that seams gone and so on and so forth , right SP does do this right ?

    So you never worry about seams .right ?

     does photoshop do this n can you map in photoshop ? all the uv mappers do this ?

     

    Sustance painter is a great app, but its process can be overkill for addons in DS. I have several addons that used SP and are resource hogs due to the amount of textures and texture slots used which is overkill..

    I get what your saying.Can't we burn it all in to one .jpg n .bump ?

  • FSMCDesignsFSMCDesigns Posts: 12,843
    RorrKonn said:
    RorrKonn said:

    Any ways with allegorithmic substance painter you can change the map with a click so if theres a seam you change the map so that seams gone and so on and so forth , right SP does do this right ?

    So you never worry about seams .right ?

     does photoshop do this n can you map in photoshop ? all the uv mappers do this ?

     

    Sustance painter is a great app, but its process can be overkill for addons in DS. I have several addons that used SP and are resource hogs due to the amount of textures and texture slots used which is overkill..

    I get what your saying.Can't we burn it all in to one .jpg n .bump ?

    LOL, it's totally possible with the texture atlas in DS, but you'd really lose a ton of quality doing it (I have tried).

    For instance there is a vest I have that was textured with SP. It has a diffuse map, a diffuse roughness, a specular, a metallicity map, a glossy layered weight map, a glossy color map, a glossy reflectivity map, a glossy roughness map, a bump map, a normal map, a top coat weight map, a top coat roughness map and a height map all for the same material zone, seriously??!!! For a closeup HD project in Max, Maya or Zbrush, I can totally see the need for this, but not for a single clothing item in DS.

  • kyoto kidkyoto kid Posts: 41,847
    edited June 2018
    Protozoon said:

    I recently purchased Uv Layout Pro. Before that I used free uvmapper classic and tweaked with Hexagon. I uv’d my violin that way. Uv layout has 30-day free trial, I uv’d my piano with that trial. (Kyoto kid, cool render!)

    ...thanks that as a fun little piece for an "RRRR Challenge" a couple years ago.  Titled "Such A Horrid Clang". 

    Yeah I need to get my modelling skills more up to snuff first.  Kind of on hold for now until the "reboot" of Hexagon is released as the crashes are just so discouraging.  Making a nice set of organ pipes tends to cause that because of all the subdivision and smoothing required to get them to look good close up.

    Below, not a 3D model but this is sort of what I am aiming for:  Have yet to see a pipe organ with correct keydesk and pedalboard even on the pro sites (studied pipe organ history, design, and construction in college).

    Post edited by kyoto kid on
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