Forum > modo > Tips, Tricks & Tutorials > UV-mapping tutorial

Topic - UV-mapping tutorial

 
Anders Lejczak
rating: signal +6 signal 

Sweden
345 posts
I wrote a UV-mapping tutorial on request and now it is online:

http://www.colacola.se/tut_modouvmap.htm

It is a step by step walkthrough of how I usually go about when I unwrap a non-organic mesh (like the below one) in Modo. I hope you find it useful.

11/13/2009 - 11:58 AM
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UNCLE
rating: signal 0  

Montréal
62 posts
Great Anders!

Any chance to have a video tutorial of this complex UV mapping?

Thanks
UNCLE

Message edited by UNCLE on 11/13/2009 - 12:16 PM

11/13/2009 - 12:02 PM
[ Quote ]

Sweden
345 posts
hehe so that you can listen to my Swedish-English? :)
11/13/2009 - 12:44 PM
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UNCLE
rating: signal 0  

Montréal
62 posts
No problem, i can manage that... ;-)
11/13/2009 - 2:03 PM
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Luxology Headquarters
2162 posts
First time I read through, I though you said "So you can listen to my sweet english" thought it was a line from Napolean Dynamite. hehe, ok, move along.

James Darknell
http://www.mutant-pixel.com

11/13/2009 - 2:07 PM
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sbecker
rating: signal 0  

Canada
19 posts
Thanks Anders,

I work a lot with non organic meshes as I deal mostly with electronic products. I've always been able to fumble through and make my UV's work (but not without some swearing and frustration), but this last couple of weeks I've been studying UV mapping from any resource I can find. After a quick look at your tut, this will definitely prove to valuable to me!

Cheers,

Stu

PS - I could handle the "Swedish-English" video tut if you were so inclined!! hehehe
11/13/2009 - 2:12 PM
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Gothenburg Sweden
640 posts
Great! I'm doing some airplane models right now for a game and I have been looking closely on your's because you are the master.
So this one is right on time :-)

I will be down in Halmstad on Monday. I'm having a Modo course together with Creative Tools.

Peter
11/13/2009 - 2:37 PM
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wingchun
rating: signal 0  

Belgium
792 posts
hi all

very cool. Thanks

Laurent
11/13/2009 - 3:08 PM
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Anchorage, Alaska (USA)
1949 posts
Thank you, Anders!

Modo, and the modo community ROCKS!
Visit http://www.mikejamesmedia.com

11/13/2009 - 9:05 PM
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Tim_Crowson
rating: signal 0  

Magnetic
1773 posts
That's a solid way to UV a shape like that precisely. Nicely done!

-- Medic!

11/13/2009 - 9:45 PM
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xlntpaolo
rating: signal 0  

Italia
188 posts
tnx! really very nice.
rgrds
11/14/2009 - 12:17 AM
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HamSoles
rating: signal 0  

Scotland
281 posts
Great - UV mapping is not something I'm good at at this explains how to do this very well.

Thanks very much.

Regards
Tony

... what if? The Hokey Cokey is really what it's all about?

11/14/2009 - 2:27 AM
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Loris3d
rating: signal 0  

Cremona - Italy
31 posts
Tks so much! very nice tutorial for UVs.
Ciao, Loris
11/14/2009 - 2:51 AM
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Sweden
345 posts
Hi, I'm glad that you find it useful.

The better the UV-map the easier it will be to texture an object. I suspect some don't UV-their models for various reasons. In some other apps UV-mapping can be really awkward but in Modo it is well integrated so there's no reason not to learn it :)

In the beginning I relied on procedural materials and decals but that gave me so little control. Today I like to mix - for example manually paint a spec map and brake it off with a procedural noise mask.
11/14/2009 - 5:52 AM
[ Quote ]

Albuquerque NM, USA
167 posts
nice uv tutorial... the only thing I would add is that you could reduce the time you spent on straightening out those uv edges by using a custom action center.

It works like this

Select one edge loop and align(scale) it the way you want usually on the u or v (we'll call this the 'model edge').

then select all the subsequent edges that should be aligned in the direction of the 'model edge'

choose the action center's center to "local" and change the action center's axis to element and click on the 'model edge' as the element

use the scale handle on the u or v to tune the selected edges based on their local center in the uv window and done.

It's a huge time saver and picked it up from Seneca along the way.

Message edited by Andrew Kinabrew on 11/14/2009 - 5:45 PM

11/14/2009 - 5:44 PM
[ Quote ]
3dforward
rating: signal 0  


85 posts
Quote from Andrew Kinabrew :
nice uv tutorial... the only thing I would add is that you could reduce the time you spent on straightening out those uv edges by using a custom action center.

It works like this

Select one edge loop and align(scale) it the way you want usually on the u or v (we'll call this the 'model edge').

then select all the subsequent edges that should be aligned in the direction of the 'model edge'

choose the action center's center to "local" and change the action center's axis to element and click on the 'model edge' as the element

use the scale handle on the u or v to tune the selected edges based on their local center in the uv window and done.

It's a huge time saver and picked it up from Seneca along the way.


Yes, was going to post this yesterday, forgot, but here are some links/tutorials to the explanation listed above.


Eterea - html tutorial

spanish
http://www.etereaestudios.com/training_img/subd_tips/vmap_falloff.htm

english
http://translate.google.com/translate?prev=hp&hl=en&js=y&u=http%3A%2F%2Fwww.etereaestudios.com%2Ftraining_img%2Fsubd_tips%2Fvmap_falloff.htm&sl=es&tl=en&history_state0=


Tecy - video tutorial
http://www.blip.tv/file/2160953/
11/14/2009 - 9:36 PM
[ Quote ]

Sweden
345 posts
thanks for the tip! I'll check it out and update the tutorial.
11/15/2009 - 11:57 AM
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DavidEnders
rating: signal 0  

Allentown, PA
32 posts
Anders,

Thank you for that tutorial. For an inexperienced user it was extremely helpful. Great enlightenment!

Dave
11/17/2009 - 1:55 PM
[ Quote ]

Sweden
345 posts
thanks!

BTW. I tried the approach suggested above by Andrew and 3Dforward and it works really well. I'm going to update the tut with an alternative for aligning edges.. stay tuned.

Edit: Tut now updated.

Message edited by Anders Lejczak on 11/18/2009 - 11:30 AM

11/18/2009 - 2:08 AM
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