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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Good ways to UV cliffs?

Author Topic: Good ways to UV cliffs? (8 messages, Page 1 of 1)
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sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Feb 21, 2010 09:11 PM    Msg. 1 of 8       
depends on how complicated they are.

if box doesn't work then apply planer instead with align view (veiw from side, not top). then, in the Unwrap pick rows of polies, work them out, add another row and use stitch, adjust and repeat until you're done.

i'm working on a cliff unwrap right now that has so many twists and turn it's enough to drive me insane. atm i'm using a seam helper to pack them better and then i'm going to paint them after rendering to texture.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 21, 2010 09:45 PM    Msg. 2 of 8       
Depends. Does the texture tile or go side 2 side?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 22, 2010 05:25 PM    Msg. 3 of 8       
Go to uvw mapping and hit cyclinder and then box. Then go to xform and tile it how much you want. Should help a bit.


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Feb 23, 2010 11:19 AM    Msg. 4 of 8       
Box UV ftw :D
Always makes cliffs look nice, no matter how oddly shaped they are.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Feb 23, 2010 01:21 PM    Msg. 5 of 8       
Quote: --- Original message by: SiMuLaCrUm
Box UV ftw :D
Always makes cliffs look nice, no matter how oddly shaped they are.

especially if you like uv seams on every tri


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 23, 2010 04:34 PM    Msg. 6 of 8       
Quote: --- Original message by: Silent STRKR
Quote: --- Original message by: SiMuLaCrUm
Box UV ftw :D
Always makes cliffs look nice, no matter how oddly shaped they are.

I guess my map is an exception.

Box UVing is a horrible way to texture pretty much anything. If you want it done really good then do it the manual hard way of unwrapping everything yourself.


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Feb 24, 2010 09:17 AM    Msg. 7 of 8       
Always used to work fine for me. You just need to control the size of the box and rotate it every now and then to make sure it looks even. In fact, I used to use that method for everything. The idea is to go section by section and make sure to rotate the box so it fits what you are looking for. Manual UV mapping, in my opinion, is more useful for models that have a bitmap specifically made for it, such as weapons, bipeds or whatever. For BSPs however, box always seemed to work nicely.

Only time I ever manually unwrapped was if I was UVing a pane of glass or something that had to be a specific size to make sense.
Edited by SiMuLaCrUm on Feb 24, 2010 at 09:21 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 24, 2010 04:07 PM    Msg. 8 of 8       
Quote: --- Original message by: SiMuLaCrUm

Always used to work fine for me. You just need to control the size of the box and rotate it every now and then to make sure it looks even. In fact, I used to use that method for everything. The idea is to go section by section and make sure to rotate the box so it fits what you are looking for. Manual UV mapping, in my opinion, is more useful for models that have a bitmap specifically made for it, such as weapons, bipeds or whatever. For BSPs however, box always seemed to work nicely.

Only time I ever manually unwrapped was if I was UVing a pane of glass or something that had to be a specific size to make sense.
Edited by SiMuLaCrUm on Feb 24, 2010 at 09:21 AM

Then you wasted alot of time. Unwrapping it manually takes like 0 seconds and only a pinch of effort if you know what your doing.

 

 
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