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UV Unwrapping in Blender 2.59
Rapture Offline
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#1
UV Unwrapping in Blender 2.59

Is their anyone who uses Blender for making their models? I can't afford Maya and Blender is free, so I'm stuck with it.

I'm trying to UV Unwrap this Stone Cup I made, and for some reason it won't show up in the UV/Image Editor.
[Image: blenderstonecup.png]

I went and made a new dummy project and tried to Unwrap the default cube it gives me, and it shows up in the UV/Image Editor, but it won't work for my Stone Cup. Is their something needed more for a model that has curves or something? Blender is really confusing. Sad

Thanks if you can help!
10-16-2011, 04:47 AM
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GraphicsKid Offline
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#2
RE: UV Unwrapping in Blender 2.59

Don't use cylindrical projection on that, it isn't what you think it is.

You need to select some edge loops and ctrl + e -> mark seam on them, then u -> unwrap. Seams are where the "cuts" are that allow it to be unwrapped.
(This post was last modified: 10-16-2011, 06:26 AM by GraphicsKid.)
10-16-2011, 06:26 AM
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eliasfrost Offline
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#3
RE: UV Unwrapping in Blender 2.59

Just to throw this in, sometimes when you unwrap the model the UVmap is curved and it can be hard to get the UV right on the model, use the "follow active quads" option if you experience this problem because it will use the adjacent faces to calculate the coordination of the UV, and make a straight UV projection. But first, you should create a seam of one of the edges just like GraphicsKid said. Smile

[Image: indiedb_88x31.png]
10-16-2011, 12:07 PM
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Rapture Offline
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#4
RE: UV Unwrapping in Blender 2.59

I tried selecting all these faces, did Ctrl+E > Mark Seam so they all have a red outline. Then I did U > Unwrap, and it still won't show. What am I doing wrong?
[Image: blenderstonecup2.png]
10-16-2011, 03:07 PM
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#5
RE: UV Unwrapping in Blender 2.59

http://cgcookie.com/blender/2011/01/21/intro_uvmapping/

Tutorials: From Noob to Pro
10-16-2011, 03:25 PM
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Rapture Offline
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#6
RE: UV Unwrapping in Blender 2.59

The tutorial is nice. But I still don't know why it won't show me unwrapping my model. Is their any special option I could of turned on/off by accident to keep it from unwrapping it? I've played around with a bunch of other test models I made and they unwrap just fine.
10-16-2011, 04:10 PM
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#7
RE: UV Unwrapping in Blender 2.59

(10-16-2011, 04:10 PM)Rapture Wrote: Is their any special option I could of turned on/off by accident to keep it from unwrapping it?

Not sure; everything i've tried on my end doesn't permanently hide the mesh's UV coordinates.

Try selecting all the mesh's vertices in Edit Mode, and then in the UV/Image Editor hit Ctrl + P on the keyboard.

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(This post was last modified: 10-16-2011, 04:37 PM by Your Computer.)
10-16-2011, 04:36 PM
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Rapture Offline
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#8
RE: UV Unwrapping in Blender 2.59

I know this is a bad solution, but I re-did the model from scratch and now the UV unwrapping works this time. I've done a really crude texturing (First time, and I just want to get this working before I go back and do it correctly). But when I export the .dae from Blender and put in the Model View. It shows the entire screen black. I went searching through the forums and found this talking about a similiar issue, but I don't understand the
Quote:Any mesh must have at least the diffuse channel as a texture, or it will crash your model viewer.
and my ModelView doesn't crash, just shows blackness. I zoomed out, and finnaly found the default dirt ground it gives. But now it shows something extremely odd in the corner. It has a similiar shape the Stone Cup, but its all weird, not solid and flickers strangely. If I turn on the "Rotate" it rotates in a large circle??

I was watching http://cgcookie.com/blender/2011/06/16/c...r-part-02/ to figure out how to UV unwrap, texture. So I tried saving the diffuse as a .tga.

Pictures...
Spoiler below!
[Image: modelviewer.png][Image: stonecupsample.png]

So if anyone could explain that weird anomaly please? And how to get this working.
10-17-2011, 04:27 AM
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Acies Offline
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#9
RE: UV Unwrapping in Blender 2.59

Have you "triangulated" the model? That might be the issue with the texture. Saving in .dds is the optimum choice. As for the weird rotation: Have you centered the model in blender (at pos x=0, z=0) and centered its pivot point?

From Maya experience so I'm unsure wheter this is applicable or not.

[Image: mZiYnxe.png]


10-17-2011, 04:41 AM
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#10
RE: UV Unwrapping in Blender 2.59

http://wiki.frictionalgames.com/hpl2/thi...blender_25

Tutorials: From Noob to Pro
10-17-2011, 05:09 AM
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