Editing UV Texturing Tutorial

From Alcugs

Jump to: navigation, search

Note: Anything extracted from any Plasma Resource Files is property of Cyan Worlds, Inc. You may not use these assets without recieving written permission from Cyan Worlds, Inc.

Please read this Notice from Cyan about Age Creation before continuing.

Previous: Contents Contents Next: Contents

UV Texturing

Tutorial written by Trylon.


1) First I made a simple model (low-poly, since most depth info was already in the texture), similar in shape to the object. Since I knew that I was going to map both sides with one image, and wanted a good match, I chose to make all faces of the "board" visible from the front and rear (hence the triangle-like shape on the edges)

uvtex_stand_1.jpg


2) When I was finised, I wen to front-view, centered the selected object with the [.] key, went to uv-mapping mode. I unselected everything, and used the box-select tool to select only the faces currently visible. Then I used the [u] key and chose a "from window" mapping. This resulted in the image below.


uvtex_stand_2.jpg

3) Next, I placed the different uv-"vertices" on their correct place in the texture, as below. NOTE: when selcting a UV-"vertex" always use the circle selct tool. If you do not, then you will only select one vertex from one face. For smoothe mapping, you need to have the vertexes from the adjacent faces too. (just give it a try, and you'll see what I mean)


uvtex_stand_3.jpg

4) When this side was finished, it looks like this:

uvtex_stand_4.jpg

5) Then I did the other side (rotate using numpad 4 and 6 - ) and repated step 2. I did one extra thing though - before going to step 3, I selected all uv-vertices, and chose UV->Transform->Mirror->X-axis. That way, both sdes would meld together nicely.

6) for the remaining faced of the stand (the bottom weight), I selected them from a view where I could see them (view was similar to that inthe photograph), did the "from window" mapping, selcted the correct texture, and fiddled to put them nicely on it. That last part was really just a matter of trial and error - just something to fiddle with.


I'm currently working on a cave-texture for a cave that's based on a flattened and stretched sphere. I highly recommend sphere-mapping in such a case. An image is below:


uvtex_cave_1.jpg

I obtained this mapping by putting the object in the position that's indicated in the right picture below, and then selecting sphere mapping from the [u]-key menu (The left picture below, indicated the view of the right picture)


uvtex_cave_2.jpg

(I'm going to place a light source in this cave, so I adapted the texture to reflect that)

Anway, I hope this short rambling helps a little.

--Trylon.

Previous: Contents Contents Next: Contents
Personal tools