Re: [tutorial] plant altar - from idea to game object
Posted: Wed Aug 07, 2013 5:37 am
5. UV Mapping / Unwrapping the Stems & Leaves
When I left off I had a model consisting of a base, dirt, 4 stems with some leaves and a top plate. For the most part the "building" phase is finished and I began the unwrapping process. I got through the 3 easy pieces (base, top and dirt) and now it is time to go onto the more difficult objects, the 4 stems with leaves.
Earlier when I was going through connecting the leaves to the stalks I mentioned that I regretted joining the leaves to the stems. Besides the time it took to go through and delete faces, connect the leave vertices with the stem vertices and make new faces, now it will add one more level of difficulty in unwrapping the stems. In addition the leaf UV will be a part of the stem UV and will make it more difficult to make a texture that will give a good level of visual separation between the leaves and the stems. Oh Well, live and learn.
To start I will select layer 4, the one with the stems, and select one of the stems by right clicking on it. (I am still in the default window mode). Press tab to get into edit mode, then choose the edge select option and go through and mark the seams as mentioned earlier.
The way I marked the seams was to mark around the base of the leaf to separate it from the stalk, then marked the upper outer edge of the leaf which separated the upper part from the lower part. I then put a couple single marks on the edge at the tip and the two fat sides of the leaf to make the UV less distorted. Once I got the leaves done I marked a seam right down the length of the vine from tip to base. I then marked the edge of the base and about every third "ring" trying to make the mark near the most radical direction changes. A good key shortcut here is alt - right click and it will select all the edges in the ring.
So my stalk seams look like this
Once marked I go to the UV Editing option (top header menu where it says default, select UV edit from the menu). Then I will select unwrap from the mesh menu (remember to select all edges using A key)
and the UV map should show up on the grid to the left. From the UV's menu select export if you wish to save the UV as a PNG file. If everything looks ok then save the work, go back to default window, press tab to get back into object mode, select another vine and repeat the process.
One of the UV maps
At this point I save my work. I have my model constructed and I have my UV maps generated. I'm going to put blender aside and work on creating some texture in paint.net next.
When I left off I had a model consisting of a base, dirt, 4 stems with some leaves and a top plate. For the most part the "building" phase is finished and I began the unwrapping process. I got through the 3 easy pieces (base, top and dirt) and now it is time to go onto the more difficult objects, the 4 stems with leaves.
Earlier when I was going through connecting the leaves to the stalks I mentioned that I regretted joining the leaves to the stems. Besides the time it took to go through and delete faces, connect the leave vertices with the stem vertices and make new faces, now it will add one more level of difficulty in unwrapping the stems. In addition the leaf UV will be a part of the stem UV and will make it more difficult to make a texture that will give a good level of visual separation between the leaves and the stems. Oh Well, live and learn.
To start I will select layer 4, the one with the stems, and select one of the stems by right clicking on it. (I am still in the default window mode). Press tab to get into edit mode, then choose the edge select option and go through and mark the seams as mentioned earlier.
The way I marked the seams was to mark around the base of the leaf to separate it from the stalk, then marked the upper outer edge of the leaf which separated the upper part from the lower part. I then put a couple single marks on the edge at the tip and the two fat sides of the leaf to make the UV less distorted. Once I got the leaves done I marked a seam right down the length of the vine from tip to base. I then marked the edge of the base and about every third "ring" trying to make the mark near the most radical direction changes. A good key shortcut here is alt - right click and it will select all the edges in the ring.
So my stalk seams look like this
Once marked I go to the UV Editing option (top header menu where it says default, select UV edit from the menu). Then I will select unwrap from the mesh menu (remember to select all edges using A key)
and the UV map should show up on the grid to the left. From the UV's menu select export if you wish to save the UV as a PNG file. If everything looks ok then save the work, go back to default window, press tab to get back into object mode, select another vine and repeat the process.
One of the UV maps
At this point I save my work. I have my model constructed and I have my UV maps generated. I'm going to put blender aside and work on creating some texture in paint.net next.