I made many saves of this project so I could easily backtrack and simplify if I needed to.Īlso, I figured out the problem with the UV mapping error, I simply defined an edge and "hardened" it for each material category.īut at the moment the biggest puzzle to me is the size.how do I know how big to make my object from the start? Or can it just be scaled at the end?Īnd as for another question about UV Mapping, What's the significance of how large the UV map is, or how large the articles in it are, or even if they are connected? I took a tutorial about UV mapping a sphere, and it made me set the sphere to three materials, connect the three parts of it in the UV map in a phallic manner, but would it have been possible to texture it if it was still in three parts? Is it just to make it easier or is there some necessity behind it? Thanks for the tips Revel, it helps alot to hear it. I'm telling all that because I'm sure you are out of poly budget already right? by reducing the poly counts it also make your life easier when comes to unwrapping a UV. again, if the edges didn't contribute to the silhouette, delete it. don't inset a face just to extrude another box out of it. the handle you can delete lots of edge from there and still have the same silhouette. black border of the fridge's door, use a texture for it since its not gonna change any silhouette of you object when you use a texture compare to modeling it. tube on the back of the fridge, which most of time people can't see it. Imagine a cardboard box, you need to cut some of the edges to lay it flat (like a cross).ītw, you said that this asset is for in-game use right? looks like you wasted too much tris (polys) count on such a simple object. So basically you need to separate your closed object into several UV island (then stitch back some necessary part to reduce the seams as much as possible). ![]() I have no idea of how to unwrap a UV map in Wings3D, but from what you describe what Wings3D tried to tell you was actually "define your UV seams first before unwrapping it". I understand very little about this part of modeling so far, and I'm pretty sure that once I get it sorted out and put into Photoshop I can do well with it. Notice not only the message and part left behind, but how strange and messy the map itself looks. Can anyone help?Īnd also, I feel like it may not be a good idea to ask this now because something tells me I should have payed attention to it from the start, but how do I specify what size I want it to be? Or rather, how do I know? I'm sure I want to make sure of that before I start texturing it for good. I will provide screen-shots for your reference. Then I repeated to highlight entire object>UV Mapping>Continue>Unfolding and this time it actually made a UV map although a couple parts were still not part of it, and it said the same message as earlier. Anyways, so I would highlight the entire handle, and then name it a material "handle" etc. Since it's just going to be a stationary prop I didn't find it an issue that nothing was connected with a boolean method. ![]() Mind you, I made each part of the fridge separately, but combined them all together, via floating geometry>rightclick>combine. So as confused as I was, I went back and started to do what one of the tutorials did I selected the parts of my fridge, right clicked and gave them a material color (which to my knowledge is just to help organize the UV Map). (Either divide it into two or more charts, or cut it along some edges)" After I finished modeling it and putting the pieces together, I highlighted the entire object then right clicked>UVMap>Continue>Unfolding and Wings told me that ![]() ![]() I have found some tutorials here and there about how to do it with Wings 3-D, and it made slight sense to me, although the tutorials involve coloring a simple sphere, not an object with handles and other doo-dads. I made a simple retro-style fridge for a TF2 map some friends are making, and although I am slowly but surely learning about modeling itself, I now have to learn how to UV map. So I believe I finished my first model in which I feel I did the entire thing correctly.
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