UV mapping is one of my weak points... here is what I made to help me
PS I use mostly blender and some 3dmax
Am I wrong or the way to go with blender maps is by assigning seams and then by unwraping? Is there a more easy general way (ok I know this is now a blender forum but I am only interested in using Octane and not blender internal)
Here is a texture man I did to help me map things
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
- Synthercat
- Posts: 284
- Joined: Mon Aug 30, 2010 11:12 am
- Location: Thessaloniki Greece
- Attachments
-
- GRID-COLORD.PNG (627 Bytes) Viewed 2121 times
Linux Mint 19.3 | GTX-1080Ti | AMD FX-8320 (OCed 4.4GHz) | 16GB RAM
Hm, I fail to see the question here... and the exact point of the picture. Could you clarify a little more what is the problem.
Seams can help you to create a cleaner UV grid when unwrapping complex meshes. So, they are usually needed, yes.
Seams can help you to create a cleaner UV grid when unwrapping complex meshes. So, they are usually needed, yes.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- Synthercat
- Posts: 284
- Joined: Mon Aug 30, 2010 11:12 am
- Location: Thessaloniki Greece
I just want to realise the workflow for blender->octane
would you say it's :
1) Model
2) Set seams
3) Unwrap
4) Export to Octane
would you say it's :
1) Model
2) Set seams
3) Unwrap
4) Export to Octane
Linux Mint 19.3 | GTX-1080Ti | AMD FX-8320 (OCed 4.4GHz) | 16GB RAM
Ofcourse! (actually, theres no other way to do those steps
)
When you unwrap, you should also load a diffuse color texture, to see the preview of your UV grid in the viewport (draw type: textured, and the image must be loaded in the UV/Image Editor, for the current object).

When you unwrap, you should also load a diffuse color texture, to see the preview of your UV grid in the viewport (draw type: textured, and the image must be loaded in the UV/Image Editor, for the current object).
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Synthercat
go to blenderartists.org forums. there should be a few tutorials for UV unwrapping. It is quite easy in blender. Think of it as peeling a banana and trying to lay the peel flat on a table.
you could also try youtube for a tutorial.
go to blenderartists.org forums. there should be a few tutorials for UV unwrapping. It is quite easy in blender. Think of it as peeling a banana and trying to lay the peel flat on a table.
you could also try youtube for a tutorial.
win 7-64bit./Ubuntu 64bit 4gb ram. intel core quad q6600, geforce gt430 driver 260.89
- Synthercat
- Posts: 284
- Joined: Mon Aug 30, 2010 11:12 am
- Location: Thessaloniki Greece
That's my point! That what I created this simple pic for...matej wrote:Ofcourse! (actually, theres no other way to do those steps)
When you unwrap, you should also load a diffuse color texture, to see the preview of your UV grid in the viewport (draw type: textured, and the image must be loaded in the UV/Image Editor, for the current object).
Linux Mint 19.3 | GTX-1080Ti | AMD FX-8320 (OCed 4.4GHz) | 16GB RAM