Difference between revisions of "HowTo:FullUnwrapBlender"

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=== Full ship unwrap ===
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=== UV-unwrapping a '''"BIG"''' (complex) ship, using Blender. ===
  
Okay, so you've read the other tutorials but still get frozen in front of the screen when it comes to unwrapping...
 
Yes, it takes a lot of planning and preparation, and I'm still waiting for a half-decent automatic unwrap script.
 
Whatever time automatic unwrappers save you in unwrapping, they take back 5-fold when it comes to texturing.
 
Anyways, if you're like me, I hate oversimplified tutorials, like how to unwrap a cube. It tells me nothing about
 
the actual work of unwrapping a whole ship. And too small a ship to unwrap would be similar to just a cube. You want
 
to know how to unwrap a big, complex ship, right? You're in the right place now...
 
  
We're going to unwrap this baby:
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http://deeplayer.com/dan_w/WCUships/Cutter/Cutter16.jpg
  
http://deeplayer.com/dan_w/WCUships/Cutter/Cutter14.jpg
 
  
http://deeplayer.com/dan_w/WCUships/Cutter/Cutter15.jpg
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http://deeplayer.com/dan_w/WCUships/Cutter/Cutter50.jpg
  
http://deeplayer.com/dan_w/WCUships/Cutter/Cutter16.jpg
 
  
http://deeplayer.com/dan_w/WCUships/Cutter/Cutter17.jpg
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Please be sure to read each chapter thoroughly and in order, for your own good... UV-unwrapping is a science, not an art or a sport. I've tried hard not to skip any steps in this tutorial; but you'll have to do your part, by not missing any part of the tutorial.
  
By the way, if you haven't been introduced, this is the Cutter Class, a small capital ship --a corvette-- that I came up with for WCU's Wing Commander Zero project. We had a need for a corvette, but couldn't find any WC1 corvette other than the Venture Class, which is a lightweight, fast corvette for reconoissance. We needed a corvette that would make for a good transport and be able to serve as carrier escort --i.e.: be able to take some heat off the carrier and survive, rather than survive by running away.
 
  
Ready?
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* [[HowTo:FullUnwrap1Intro|Introduction]] (done)
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* [[HowTo:FullUnwrap2Clean|Clean up the mesh]] (done)
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* [[HowTo:FullUnwrap3Materials|Materialize it]] (done)
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* [[HowTo:FullUnwrap4Clean2|More cleaning up]] (done)
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* [[HowTo:FullUnwrap5Think|Think Hard First]] (done)
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* [[HowTo:FullUnwrap6Seams|Placing Seams (Part 1)]] (done)
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* [[HowTo:FullUnwrap6Seams2|Placing Seams (Part 2)]] (done)
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* [[HowTo:FullUnwrap7Orient|Reorienting the ship for unwrap]] (done)
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* [[HowTo:FullUnwrapStarkOp|A Stark Choice...]] (done)
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* [[HowTo:FullUnwrap8Potato|Entering Potato Mode]] '''(W.I.P.)'''
  
If you work like I do, you probably have one or two dozen objects spread through half a dozen layers. For unwrapping we'll have to put it all back together in one piece. Well, two pieces really:
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(2 be continued; more chapters even; this is a W.I.P. --Work in Progress)
  
# The big parts
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Announcement: Next tutorial will be about texturing, and it will rely on many of the unwrapping tricks we used in this tutorial, such as having the front of the ship facing left on the texture, etceteras...
# The tiny parts
 
  
How big? How tiny?
 
  
The tiny parts are those parts so tiny we don't even care to texture them. In this case, all the hand-rails and ladders. What? You can't see them? Well, you shouldn't be able to see them. Let me get a close up shot. Hold on...
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[[Category:HowTos|Unwrap in Blender - Advanced 0]]
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[[Category:Modeling|Unwrap in Blender - Advanced 0]]
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[[Category:Blender|Unwrap in Blender - Advanced 0]]

Latest revision as of 18:05, 9 September 2008

UV-unwrapping a "BIG" (complex) ship, using Blender.

Cutter16.jpg


Cutter50.jpg


Please be sure to read each chapter thoroughly and in order, for your own good... UV-unwrapping is a science, not an art or a sport. I've tried hard not to skip any steps in this tutorial; but you'll have to do your part, by not missing any part of the tutorial.


(2 be continued; more chapters even; this is a W.I.P. --Work in Progress)

Announcement: Next tutorial will be about texturing, and it will rely on many of the unwrapping tricks we used in this tutorial, such as having the front of the ship facing left on the texture, etceteras...