Forum > modo > Tips, Tricks & Tutorials > Organic uv unwarp

Topic - Organic uv unwarp

 
PaQ WaK
rating: signal 0  

Pascal Beeckmans - Montreal
767 posts
Ok a realllllly small quick step tutorial about how to quickly unwarp organic model.

Tools needed:

- Modo ^^ (at least to create cool models)
- Master Seneca "Edge Split" Script :
http://www.indigosm.com/modo/superVert_EdgeSplit.zip
- Demo of Unfold3D
http://www.polygonal-design.fr/unfold/
The demo is limited to 1000 tri's, but that's fine for this little example.



Here's the bat model supplied with modo. Fist dividie the object in few "logic" piece, mostly because the unfold3D is limited to 1000 tris, but also to help the unwarp process.





Ok let's start with this upper face first.




Select this couple of edges and use the seneca split edge script to open the model.




Export the upper face in .obj





Open it in unfold 3D and push the magic play button ^^




After 3 sec and and half, the job is done ... save to object now




Same idea for the other piece of the head, here the lower jaw.




Amazind unfold 3D in action ^^




Third part of the head, splitting this edges should be enough for a good unwarp.




Perfect :P




Now the ear




Before launching the unwarp, I did a mutliple smooth to avoid some little stretching inside the ear. The result is quite ok.




I re-import the 4 pieces in one object.




I put a checkboard textures on the object to check if everything is ok




I just rotate the different uv piece, and rescale them using the checkboard as reference.




Then a little puzzle to place everything in a 0+1 0+1 uv coordonate. Don't forget to merge every open edge !. The few stretching here and there is because of the surface subdivision mode. (mostly fixed in every render engine)





That's it ... I hope this little overview will help someone.


++



http://paqwak.com

Message edited by PaQ WaK on 7/7/2005 - 10:05 AM

7/7/2005 - 9:06 AM
[ Quote ]
jacques
rating: signal 0  

Belgium
453 posts
Really nice PaQ WaK... I myself bought the freelance edition of Unfold3D... It works great and fast... the only drawback is that sometimes, the way it unfolds your mesh gives you less resolution where you actually need it... for instance, the noze area on character.

That can be fixed with the Studio version with its surface optimisations but that's way too expensive for just that feature.

By the way... don't you have the 3.2 version with multiple mesh editing... I do and it works great as well!

Jacques.

PS: Seneca SplitEdge script really comes handy for all this btw!

Message edited by jacques on 7/7/2005 - 9:22 AM

7/7/2005 - 9:19 AM
[ Quote ]
PaQ WaK
rating: signal 0  

Pascal Beeckmans - Montreal
767 posts
No I don't :( it's way to expensive for me either ... but most of the time I can handle the 1000 tris limit in a way or an other :)

http://paqwak.com

7/7/2005 - 9:32 AM
[ Quote ]
P. Ham
rating: signal 0  

San Antonio, TX
1037 posts
Thank you! I've never done uv unwrapping on an organic model before. Unfold3D looks very helpful!

Paul

7/7/2005 - 9:37 AM
[ Quote ]
PaQ WaK
rating: signal 0  

Pascal Beeckmans - Montreal
767 posts
Quote from jacques :

PS: Seneca SplitEdge script really comes handy for all this btw!


Sure, I was conviced it was impossible to create this function with a script ... but he did it ^^

Thanks to him !!!!!!!!!!!!!!!!!!!!!!!


Paul, well if we can have unfold3D natively in modo, we don't need any other projection method, whatever if it's organic or not ^^

http://paqwak.com

Message edited by PaQ WaK on 7/7/2005 - 9:46 AM

7/7/2005 - 9:42 AM
[ Quote ]
Philip Lawson
rating: signal 0  

Dublin
6265 posts
Excellent tips! I'll be sure to book my this thread for future reading. :)
7/7/2005 - 9:56 AM
[ Quote ]
Jason Rayment
rating: signal 0  

London, UK
118 posts
Hey Lux! how about a decent UV unwrap for Modo? :o)

It's the taking part that counts!

7/8/2005 - 6:11 PM
[ Quote ]
Neil Hayes
rating: signal 0  

Brighton, UK.
1669 posts
^^^ how about getting rid of UV's all together... its time for revolution, not evolution.

PaQWak,
Thanks for the tutorial, good to see you back around the forums. I downloaded the unfold3D trial a while back and I have not got around to using it yet, mostly beciuase the full version is too expensive... maybe we could convince them to give us a discount, we are fellow Europeans after all... although probably best not to mention the Olypics ;0)

neil

http://www.thethirdguild.com : pro modo scripts

7/8/2005 - 6:32 PM
[ Quote ]
PaQ WaK
rating: signal 0  

Pascal Beeckmans - Montreal
767 posts
hehe :) I was looking at the forum every day ;)

Who knows about a price discount, I dream to have my hand on the studio version before I die ^^

http://paqwak.com

7/10/2005 - 5:54 AM
[ Quote ]
Mario V
rating: signal 0  

Digital Extremes
297 posts
For modo, i'd personally like to see something more... like my own UVmapping workflow :p

I use Lightwave for all my UVmapping, with a plugin we wrote that adds a relax function and a nifty unwrapping workflow to LW.
It's a lot better than DeepUV for sure, but i don't know what other apps offer in terms of UVmapping workflow nowadays. I'll just throw mine in here if that's fine. If it sounds too bad then disregard :/

I use 2 keys for UVmapping, F10 and F11.
-F10 starts a new UV chunck with the currently selected polygons, the selected polygons are projected in their average planar.
-F11 adds new selected polygons to that chunck. You can add single polygons or large chunks. Every single polygon is then still projected planar. It's own planar mapping, not averaged from all selected like with F10.

With a nonorganic mesh, you don't need anything else, mesh is perfectly distortion free and done unless you have some bad nonplanar things going on and dont make proper seams. For organic meshes you need the relax function.

Also works great with the new LW SubD UVmapping, so there's no distortion from relaxing. DeepV as example, doesn't support SubD, so the relax is applied to the unsubdivided mesh. Usually, when you SubD that mesh after the relax, you will have minor texture distorsion.

.. made some (lots) screenshots. I use a horribly colored checkerboard to check distorsion. All that happens between 2 screenshots is always the same. Select the polygons i want and press F10 or F11, nothing else.
The face is UVmapped in normal poly mode and relaxed in SubD mode, the throat is all UVmapped in SubD with LW's new SubD UV.

So, i start with F10 = average planar of any selected polygons.
Of course, you could just prject the whole face and then relax it... but i'll just paint it to give an idea :)


Then it's up to how you want to break it down, i just went wild a bit to show how it works. I select whatever polygons i want and F11 projects them all attached to the first one. Each with their own planar projection which usually looks already pretty good, and perfect on non organic meshes.


Then just go own selecting more polygons around and attaching them


and relax


F10...

F11


You select the polygons you want...

and press F11

Very unplanar polygons add more distortion that adds up as you attach new polygons, so you just relax the whole thing.
The green marked polygons were anchored so they wont be relaxed, everything around them gets relaxed to them... pretty much like in DeepUV. Then you just go on attaching new polygons and making seams as you see fit.



and some simple non organic stuff... New polygons are only attached to already UVmapped and selected polygons.
http://www.strangefate.com/webby/uv/uvalt1.jpg
http://www.strangefate.com/webby/uv/uvalt2.jpg
http://www.strangefate.com/webby/uv/uvalt3.jpg
http://www.strangefate.com/webby/uv/uvalt4.jpg
http://www.strangefate.com/webby/uv/uvalt5.jpg ...relax
http://www.strangefate.com/webby/uv/uvalt9.jpg
http://www.strangefate.com/webby/uv/uvalt10.jpg

Message edited by Mario V on 7/10/2005 - 2:29 PM

7/10/2005 - 2:22 PM
[ Quote ]
PaQ WaK
rating: signal 0  

Pascal Beeckmans - Montreal
767 posts
Interresting technique, but I still prefer the unfold3d 2 step unwarp ->





http://paqwak.com

Message edited by PaQ WaK on 7/11/2005 - 3:58 AM

7/11/2005 - 3:57 AM
[ Quote ]

Essex, UK
135 posts
Strangefate, we know that Unfold3d has quite a hefty price tag, but is your plugin alternative available for purchase, and if so, how much...?

Kev McP

(PaQ WaK, hope you don't mind me asking Strangefate this, I appreciate the original post was about you giving an excellent tut on how you deal with un-wrapping, and I know it's appreciated...)
7/11/2005 - 4:39 AM
[ Quote ]
Mario V
rating: signal 0  

Digital Extremes
297 posts
You can unwrap the box in 2 clicks with my technique too, (select everything but 2 polys, project, relax, add the remaning 2 from the seam) without having to define the seams ahead, which is imo the major bummer in Unfold. Having to think ahead before UVmapping anything is not as flexible as defining your seams on the fly, the results tho, are the same.

I just like the control you have being able to attach single polygons or clusters all nicely planarized, its awesome for complex models where you need more control over the UVs, or dont know ahead how to exactly break it down.

Kevin, the Plugin was given to NewTek a while back. I'm a bit afraid that they will break it down and implement it in a way that the functions will be there, but without the workflow.

Message edited by Mario V on 7/11/2005 - 12:33 PM

7/11/2005 - 12:32 PM
[ Quote ]
 
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