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Here is a texture man I did to help me map things

Posted: Thu Sep 02, 2010 5:45 pm
by Synthercat
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)

Re: Here is a texture man I did to help me map things

Posted: Thu Sep 02, 2010 6:23 pm
by matej
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.

Re: Here is a texture man I did to help me map things

Posted: Fri Sep 03, 2010 10:52 am
by Synthercat
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

Re: Here is a texture man I did to help me map things

Posted: Fri Sep 03, 2010 11:04 am
by matej
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).

Re: Here is a texture man I did to help me map things

Posted: Fri Sep 03, 2010 7:46 pm
by jakchit
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.

Re: Here is a texture man I did to help me map things

Posted: Mon Sep 06, 2010 6:58 am
by Synthercat
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).
That's my point! That what I created this simple pic for...