Difference between revisions of "Blender/Custom Cuirass (part 2)"

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imported>Sickleyield
imported>Sickleyield
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I went into UV Face Select mode in Blender.  Then I used the bounding circle (b,b) to select the front half and ONLY the front half of the bodice.  Then I went to the UV screen, which I had in a small window (per the sword mapping tutorial above).  It was showing the section I had selected with its overly-curvy original UV map.
I went into UV Face Select mode in Blender.  Then I used the bounding circle (b,b) to select the front half and ONLY the front half of the bodice.  Then I went to the UV screen, which I had in a small window (per the sword mapping tutorial above).  It was showing the section I had selected with its overly-curvy original UV map.


Then I went to the UV dropdown and selected “LSCM unwrap. Suddenly my UV map was beautifully flat.  I repeated this with the back half and laid them one above the other in the UV screen, so that they could still be used on the same texture.
Then I went to the UV dropdown and selected “LSCM unwrap” (in Blender 2.42a it says nothing but "unwrap").  Suddenly my UV map was beautifully flat.  I repeated this with the back half and laid them one above the other in the UV screen, so that they could still be used on the same texture.


Now, what you get by doing this is still rather curvy for us to use a flat phototexture over it.  So then I used the weld commands (w,2 and w,3) to straighten the lines where possible.  On female chest sections, you’ll sometimes just have to learn how to draw lines curved to make them look straight.  If you straighten too much, you’ll get a bizarrely stretched texture that won’t look right.  You can check this by selecting all your vertices in the UV screen, then going to the UV dropdown and choosing “minimize stretch.”  If your straightened lines suddenly become curved again, this is Blender’s way of telling you to leave them alone or you’ll get weird texture stretching.  Now aren’t you glad we’re using Blender?
Now, what you get by doing this is still rather curvy for us to use a flat phototexture over it.  So then I used the weld commands (w,2 and w,3) to straighten the lines where possible.  On female chest sections, you’ll sometimes just have to learn how to draw lines curved to make them look straight.  If you straighten too much, you’ll get a bizarrely stretched texture that won’t look right.  You can check this by selecting all your vertices in the UV screen, then going to the UV dropdown and choosing “minimize stretch.”  If your straightened lines suddenly become curved again, this is Blender’s way of telling you to leave them alone or you’ll get weird texture stretching.  Now aren’t you glad we’re using Blender?
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