![second life wings 3d uv map second life wings 3d uv map](https://i.pinimg.com/736x/13/ea/af/13eaaf7ebfcacec84a40455be4a08668.jpg)
etc.īe very sure on how many textures are really allowed per model, and. One pitfall is setting an area, and uv island, too small in your UV MAP, as the lack of res for example in a face, will make impossible to texture well the eyes. Don't paint over bad jpgs Unless you cover artifacts totally. Photos that you make or commercial usable free, use as you wish, but a lot of editing is needed anyways.
Second life wings 3d uv map free#
Besides, few photos are free for use, really. In texturing, you will wont to recreate a lot, not paste just photos.
![second life wings 3d uv map second life wings 3d uv map](http://3.bp.blogspot.com/-Wx88AznomHE/US93_G99YPI/AAAAAAAAAj8/0MaKdqyAdVM/s1600/SL-Avatar-Top-1024.jpg)
![second life wings 3d uv map second life wings 3d uv map](http://comprarmarihuanamadrid.es/wp-content/uploads/2021/01/Diseno-sin-titulo-87.jpg)
You will need photo reference of the real machines. Collada also if all workflow works for you. >more resolution and quality, as anywya you'll be limited for global texture size for engine, etc.
![second life wings 3d uv map second life wings 3d uv map](http://comprarmarihuanamadrid.es/wp-content/uploads/2021/01/Diseno-sin-titulo-2021-01-25T170438.879.jpg)
You need to reorganize texture so you use very well the uv space, so few pixels are left unused. Even so, wont be so, often, as you will want to use several textures, some bigger for hi detailing. For this, is also important the checker squares are seen same size, in case u using same texture for all. You need to know or learn some tricks to make the thing seamless, not only tiling texturing seamless, i mean in the uv island limits, later on when texturing you gotta make those weld visually well. ideally, a good uv map is that which avoid most of the work in texturing. The most "flat", human readable, non distorted the template is (you can use a checker texture for this, and later one, an actual texture or photo as a guide), the easier for texturing later. * 1) What kinds of things about an object must we watch to keep the UV mapping smooth ? Everybody needs to know the boundries, ya know?Ĭant answer well now, no time. None of the written or video tutes about UV mapping give me the specific pitfalls to avoid. Pardon the newbie questions, but I searched hard for Wings3D UV mapping guides, such as this: I am just ready to advance to the UV mapping. Please keep in mind that I am well able to create a nice looking locomotive in 3D. If that is the case, then this seems to show the need for creating the locomotive in modules and combining them later. Can I UV map the whole thing in Wings3D or is that too complex with all the drive rods and so forth? Should I UV map components and unify them after the UV mapping? Perhaps the locomotive should be a combination of 2D and 3D textures. (Information about UV mapping comes in various tutes and so forth, but I wonder if there are specific pitfalls to avoid that are not covered in most tutes.)Ģ) How complex can a model be and yet use the Wings3D mapping? Should I do simple UV mapping in Wings and more complex ones in Blender?Ī friend wants me to make a railroad locomotive. Here is a set of questions:ġ) What kinds of things about an object must we watch to keep the UV mapping smooth ? Conversely, what must we avoid? Are there specific features about a model which cannot be UV mapped? Etc. Soon I will be sending my models to Blender (Using Wings3D and Blender). With about 3 weeks of using Wings3D, the viewport work with context functions is coming nicely. Wings3D is fantastic! I am almost addicted to it!