Difference between revisions of "HowTo:FullUnwrap6Seams2"

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Much better.
 
Much better.
  
The front legs are a bit more complicated...
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The front legs are a bit more complicated... First let's look at the smoothing groups by clicking on one facet at a time and Ctrl-L-ing:
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 +
 
 +
http://deeplayer.com/wiki/tut/FullUV/blender_shot46.jpg
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http://deeplayer.com/wiki/tut/FullUV/blender_shot47.jpg
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http://deeplayer.com/wiki/tut/FullUV/blender_shot48.jpg
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 +
 
 +
Simple solution for top and bottom unwraps from view:
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 +
 
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http://deeplayer.com/wiki/tut/FullUV/blender_shot49.jpg
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 +
 
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We'll do the same thing with the magnetic shoes at the front as with the ones at the back --i.e.: nothing to do.
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Alright, let's tackle the hoses...
  
  

Revision as of 03:03, 10 May 2007

Placing Seams (Part 2)

With the seaming up of the towers, it seems to me we've done well over half the seaming up work, so I decided to break the rest into a separate wiki page; --and because it was taking me forever to scroll to the bottom every time I saved changes :D

So, what remains is pretty much just the "greebles". The biggest greebles are the legs. Legs?! Yeah. This ship has legs; didn't you notice? Not for landing, but rather for boarding other ships. Anyways, the rear legs are larger than the front ones, so we'll start with them. They are mostly split, smoothing group -wise, but not enough... If I select one of the outer polys and Ctrl-L, we see that one smooth group is too non-flat:


blender_shot36.jpg


I wish all problems were so easy to solve...


blender_shot37.jpg


Proceeding to the front end of it...


blender_shot38.jpg


This piece is a prime candidate for unwrap from bottom view (top is already split; so are sides), except the front-facing part, so we seam it off:


blender_shot39.jpg


The magnetic shoe is fully split, except the outer rim...


blender_shot40.jpg


That's because the outer rim can so shade smoothly and give the impression of being round, from a distance. Of course, smooth shading can fool no one at close range...


blender_shot41.jpg


...but this is just a little greeble, anyways; and splitting the 8 sides would increase the number of vertices in the mesh too much for what it's worth. But, coming back to our present mission: How do we unwrap it? We coul place one seam and unroll it with Cylinder unwrap, but that would give us a long strip we might not know where to place. Or we could unsplit the sides from the top; but that would give us smooth shading with the top. What I think I'll do is leave the sides split from the top, but unwrap them together from top view; then pin the top edge vertices, and LSCM. So, nothing to do.


The piston will take a bit more work...


blender_shot42.jpg


Here's a faster and easier way to hide any materials other than the piece you're interested in:

  1. Select a single face of the thing you want to isolate
  2. Click the question mark icon in the materials panel in the F9 panel. This shows the material of your selection.
  3. Now click on the Select button, below and to the left
  4. Press Shift-H (to hide NON-selected stuff
  5. Press A to turn off the selection

BINGO


blender_shot43.jpg


The top facing and bottom facing rings are already split. All we need is a seam line to unroll the round things cylindrically.


blender_shot44.jpg


The square base is all split, of course. I've just changed my mind about the material for the piston, though... Two things I don't like: The part where it joins to the leg is made of a different material (can't remember which), but the leg is "stainless". I think the material of the force bearing parts should be the same as the leg. Number two, the telescopic parts should be a lighter and more matte material than my "titanium". Why? Because I don't like to see environmental reflections in pieces that are surrounded by other pieces that should show on the reflections but won't. So it should be matte; but at the same time, it's so hidden and dark in there that I almost can't see the pistons at all, so a light material is in order. I have one material that's perfect for this: "Matte White".


blender_shot45.jpg


Much better.

The front legs are a bit more complicated... First let's look at the smoothing groups by clicking on one facet at a time and Ctrl-L-ing:


blender_shot46.jpg

blender_shot47.jpg

blender_shot48.jpg


Simple solution for top and bottom unwraps from view:


blender_shot49.jpg


We'll do the same thing with the magnetic shoes at the front as with the ones at the back --i.e.: nothing to do.

Alright, let's tackle the hoses...


...

(Last step: Align vertices near x=0 to x=0, apply X-axis mirroring, and place the central seam.)