Difference between revisions of "HowTo:FullUnwrap8Potato"

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=== "Starting Big" in Potato Mode ===
 
=== "Starting Big" in Potato Mode ===
  
Unwrap the biggest parts first.
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First you have a delicate descision to make: To mirror or not to mirror.
  
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Assuming your ship is mirrored in X (i.e.: your mesh object has the Mirror attribute turned on), to unwrap it as-is makes the unwrap mirrored; and to unwrap it un-mirrored you have to first Apply the Mirror attribute. If your ship is NOT mirrored, presumably because it's not supposed to be symmetric, then you don't have to deal with this question, you are forced to unwrap it unmirrored.
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What you cannot do as of this writing, with the Vegastrike engine as is, is to mix mirrored and unmirrored, or to overlap some of the uv islands but not all. This is because Blender's ambient occlusion baking makes a mess of overlapping UV-s; so it needs a non-overlapping UV mapping; and Vegastrike does not yet support multiple UV-mappings. What many games, such as fps's do is, precisely, to use dual mappings: One for textures, and another for the light map. The former mapping allows reusing portions of a texture multiple times, such as to produce tilings; and the latter
  
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.......
  
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http://deeplayer.com/wiki/tut/FullUV/blender_shot89.jpg
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(to be continued)
  
  
 
* [[HowTo:FullUnwrap7Orient|Previous: Reorienting the ship for unwrap]]
 
* [[HowTo:FullUnwrap7Orient|Previous: Reorienting the ship for unwrap]]

Revision as of 14:26, 12 May 2007

"Starting Big" in Potato Mode

First you have a delicate descision to make: To mirror or not to mirror.

Assuming your ship is mirrored in X (i.e.: your mesh object has the Mirror attribute turned on), to unwrap it as-is makes the unwrap mirrored; and to unwrap it un-mirrored you have to first Apply the Mirror attribute. If your ship is NOT mirrored, presumably because it's not supposed to be symmetric, then you don't have to deal with this question, you are forced to unwrap it unmirrored. What you cannot do as of this writing, with the Vegastrike engine as is, is to mix mirrored and unmirrored, or to overlap some of the uv islands but not all. This is because Blender's ambient occlusion baking makes a mess of overlapping UV-s; so it needs a non-overlapping UV mapping; and Vegastrike does not yet support multiple UV-mappings. What many games, such as fps's do is, precisely, to use dual mappings: One for textures, and another for the light map. The former mapping allows reusing portions of a texture multiple times, such as to produce tilings; and the latter

.......

blender_shot89.jpg

(to be continued)