Author : disting


Reply
Reply
 
Thread Tools Display Modes
martynball's Avatar
Old (#1)
Please could someone show me an example of a donut shaped mesh unwrapped, I don't know what the best way to this is without getting seams or stretching.
Offline , spline, 205 Posts, Join Date Nov 2010, Send a message via AIM to martynball  
   Reply With Quote

Vrav's Avatar
Old (#2)
I would probably only do it one of two ways...

::
Offline , polycounter, 1,205 Posts, Join Date Nov 2008, Location Southern Oregon Send a message via AIM to Vrav  
   Reply With Quote

martynball's Avatar
Old (#3)
Okay thanks, how would I go about unwrapping it they it is on the bottom example?
Offline , spline, 205 Posts, Join Date Nov 2010, Send a message via AIM to martynball  
   Reply With Quote

Aerial_Knight's Avatar
Old (#4)
if both side are going to look the same then I like to cut it in half and lay them on top of each other, but only if its something small that no ones going to look at to much.
XBL_ Aerial Knight
Offline , vertex, 44 Posts, Join Date Feb 2011, Location detroit  
   Reply With Quote

Jeremy Tabor's Avatar
Old (#5)
I would elect to do it the way Vrav shows with the second (more purple) UV's that have the primary seam running along the inside.

For one, the lines are running vertically and laterally. Since I'm assuming something like a donut (EDIT: tho you made no mention that you are modeling an actual donut) wouldn't receive a large map size, this is important to avoid stair-stepping.

Secondly, its much easier to create a clean tile along those straight edges than fidgeting with that curved nonsense.

Last edited by Jeremy Tabor; 04-21-2011 at 03:30 PM..
Jeremy Tabor
(Freshly unemployed and lookin for work!)
Offline , triangle, 491 Posts, Join Date Mar 2010, Location Los Angeles, CA  
   Reply With Quote

Jeremy Tabor's Avatar
Old (#6)
Quote:
Originally Posted by martynball View Post
Okay thanks, how would I go about unwrapping it they it is on the bottom example?
pelt it, then simply straighten everything out. There is a slew scripts out there that can do this for you in a button-click. TexTools, just to name one, has a 'linear' feature which will align verts in that fashion.
Jeremy Tabor
(Freshly unemployed and lookin for work!)
Offline , triangle, 491 Posts, Join Date Mar 2010, Location Los Angeles, CA  
   Reply With Quote

Eric Chadwick's Avatar
Old (#7)
Another advantage to Vrav's 2nd example is it can tile on both U and V. Very handy.

A cool trick someone showed me... you can bake a 3D procedural texture into a perfectly-tiling texture by simply using render-to-texture with a torus.
Offline , Polycount.com Editor, 6,684 Posts, Join Date Oct 2004, Location Boston USA  
   Reply With Quote

Mark Dygert's Avatar
Old (#8)
Quote:
Originally Posted by martynball View Post
Okay thanks, how would I go about unwrapping it they it is on the bottom example?
In max you make a Torus Primitive, check on "generate mapping coordinates" It will give you Vrav's bottom example.

If you forget, you can also use quick peel and then use straighten selection to square everything off again, very quick and easy (max2012).

Its a little more manual in <2011 you have to click a vertical edge, click loop, click ring, click flatten and then do the same for horiz.
(AKA Vig) Portfolio | Lab | Brawl | Decker |
Offline , Polycount.com Editor, 13,920 Posts, Join Date Oct 2004, Location Seattle, Wa Send a message via MSN to Mark Dygert  
   Reply With Quote

cman2k's Avatar
Old (#9)
Quote:
Originally Posted by Eric Chadwick View Post
Another advantage to Vrav's 2nd example is it can tile on both U and V. Very handy.

A cool trick someone showed me... you can bake a 3D procedural texture into a perfectly-tiling texture by simply using render-to-texture with a torus.
DUDE. Do you know how many ridiculously complicated setups I have used achieve that? Mind=BLOWN!
Portfolio of Carlos Montero
Project Lead: Black Mesa
Offline , triangle, 422 Posts, Join Date Nov 2005, Location Los Gatos, CA  
   Reply With Quote

Eric Chadwick's Avatar
Old (#10)
Hahah, mine was too. But... you get some distortion, it tends to vertically "pinch" a bit in the middle of the rendered map. The distortion amount varies with different torus radii, but it's always there.
Offline , Polycount.com Editor, 6,684 Posts, Join Date Oct 2004, Location Boston USA  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch