Low Poly Uv Mapping?

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TrippyTaco
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Joined: Mon Feb 24, 2014 7:39 am

Low Poly Uv Mapping?

Post by TrippyTaco »

I have just finished one of my game models for a project I've been developing but I have not a clue how I can Uv map my models. (I am trying to achieve an arcade look to my game - low poly models with low res textures)
So how does one simply map a low poly model?
Here's the model: http://postimg.org/image/4dtx2z2np/
Any Ideas? :|
Enough with the phallus shaped ships already!
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ciox
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Re: Low Poly Uv Mapping?

Post by ciox »

Depends on your modeling application, usually for a quick texture job of a simple object you just drag an image file into the 3d viewport (or import it manually if that doesn't work) then look for the UV settings (in 3dsmax you add a "Unwrap UVW" modifier and select it), pick a UV shape like Box or Plane and mess with the axes until the texture right on top of your object without any weird angles.
If after all you want something with more precise detail than that, you'll need to export a UV map from your modeling application, paint over it in your favorite "Paint" program and use it as a texture.
This is how you'd do that in 3dsmax http://waylon-art.com/uvw_tutorial/uvwtut_01.html
Ixmucane2
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Re: Low Poly Uv Mapping?

Post by Ixmucane2 »

Blender generates placeholder textures, with various UV mapping strategies (based on what edges are marked as cuts). After getting the cuts right and moving around vertices in the texture for convenient arrangement and distortion control, you can paint in any image editor or in the built-in one.
Last edited by Ixmucane2 on Wed Mar 05, 2014 1:57 pm, edited 1 time in total.
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n0rtygames
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Re: Low Poly Uv Mapping?

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STGIntervention
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Re: Low Poly Uv Mapping?

Post by STGIntervention »

There are probably much more elegant methods, but I tend to slice the model in half and then texture it by face group before mirroring it in 3ds Max.
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