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Genjix
29-Apr-06, 07:31
Hi,

It seems this model is impossible to unwrap (!)

https://www.crystalspace3d.org/svn/cc/trunk/artsource/models/lab-e-chtda/lab-e-chtda.blend

None of the seams seem to produce even remotely the correct affect. Is it something I'm doing wrong?

I've read lots of LSCM tutorials, but no matter how I try to unwrap the above mesh it doesn't work. Does any know how I should be able to nicely unwrap the above mesh?

Sorry, but I assure you I'm not trying to get you to do all the work for me- I just want to know how I should be placing the seams in this particular mesh. Thanks.

Fligh
29-Apr-06, 13:53
I can't open that file; it doesn't save as a blend.

%<

deathguppie
29-Apr-06, 20:37
First off, you are really Tris heavy for a game model. If you want a lot of detail try the normal map baking script and then decimate your mesh untill you have flattened it all out a bit. You can then apply the normal map you've created to you simplified mesh to get the detail back and then UV unwrapping it should be much, much simpler..

I was able to open it BTW.

z3r0 d
29-Apr-06, 21:05
None of the seams seem to produce even remotely the correct affect. Is it something I'm doing wrong?
what seams?

deathguppie
29-Apr-06, 21:30
what seams?

Ya, I knoticed that to, but I was just about to start putting them in and unwrapping it for him when I realized what he was going to use it for.

I think he would come out a lot better if he baked a normal map and decimated the mesh.

Genjix
30-Apr-06, 08:48
Well face count here isn't too much of an issue, since ~1500 can easily be handled by the CrystalSpace library. Maybe it will get decimated if its one screen with lots of other high geom detail. As for the seams, this is the first model I've been unable to unwrap. It seems that there aren't any seams that will work- although I think this is probably my lack of skill. Thanks

brecht
30-Apr-06, 12:42
5min uv unwrap with latest cvs:
http://users.pandora.be/blendix/lab-e-chtda.blend

I used the new ABF unwrap, and added pins mostly to make scaling of the texture more even and fixed some small overlaps. For the spikes sticking out of the face I used minimize stretch. I didn't bother doing the seams on the hands and feet properly. By adding more pins you can get the same result with LSCM.

To me, 1.5k triangles sounds OK for a game model nowadays.

Genjix
01-May-06, 14:19
brecht this is perfect! Will have to check out the latest blender cvs. Whats your name so we can put your credits up?