Making an Atlas UV MapTo make an Atlas UV map, select the model that you wish to unwrap, click on New UV Map on the Map tab in Modeler, and select Atlas.. Rotate your Perspective viewpor
Trang 1These distortions are caused by the subdivision of the model and not actually be perfectly fixed, since they are an artifact of LightWave’ssubdivision algorithm So don’t worry about them too much.
can-13 If we zoom out of the model now and take a look at the entire thing, itbecomes obvious that the whole map is a little too stretched along they-axis In the UV map, this is the v-axis, and we need to scale the mapdown along this axis to fix this
However, because of the nature of discontinuous UV maps in Wave, we need to unweld the points in the model before scaling them;otherwise parts of the model are going to remain stuck in place
Light-14 Press Ctrl+u to unweld all your points The model will look a bit odd inyour viewport if you were displaying your model in Subpatch mode(Tab), so generally I just press Tab again to go to normal Polygon displaymode
15 Now go to your UV viewport, select all the polygons, and press the “h”key to activate the Stretch tool Holding down the Ctrl key (to constrain
the stretching to a single axis), squash the polygons downward to squash
them along the v-axis Squash the polygons until the squares in the ture begin to look more square instead of rectangular
tex-Figure 15-35
Trang 216 Press the “m” key to merge your points again before continuing.
Of course this squashing altered some of the editing we did previously,
but you don’t really need to worry all that much about it, because the
squashing now on the neck is relatively minimal and is not likely to cause
problems when you paint a texture for it later on
17 Let’s now focus on the top of the head Rotate your Perspective viewport
so that the top of the head is visible You’ll see some nasty pinching at
the pole where the cylindrical map comes to a point
Figure 15-36
Figure 15-37
Trang 3To be honest, there is no real point in spending much time actually ing this to fix it because you’ll more than likely cover this area with hair,using Saslite or Sasquatch, or even modeled hair If you want the character
edit-to be bald, it would be better edit-to create an additional planar projection alongthe y-axis (just a standard projection, no UV map necessary) of the top ofthe head, and blend the two textures together using an alpha channel orFalloff settings in the Texture Editor
So this pretty much concludes the process of editing the UV map for ahead Some people like to create additional projections for the ears as well,but that isn’t always entirely necessary, as ears generally don’t tend to havemuch texture detail on them It’s up to you, and since you now have thismodel, you’re free to do with it as you please
Atlas UV Maps
Using Atlas Maps
Aaaah, the ever-tempting Atlas unwrap option This often looks extremelyalluring to use since it gives the impression of being an ideal option for any-thing Let me quickly banish that idea Although the idea of an atlas unwrapseems like a great one, more often than not the result is a disjointed mess,especially when unwrapping organic models In my experience, this option
is not really suitable for characters (or any organic objects, for that matter)unless you want to spend a really, really, really long time editing the map.The following image demonstrates the fragmented chaos that resultsfrom unwrapping a simple head object
Figure 15-38
Trang 4Figure 15-39 shows the same map after about an hour of editing, and it
still needs a lot more editing before it can be of any use
The fragmentation that occurs from unwrapping using the Atlas unwrap
option makes it disastrous for anything other than structures such as
build-ings, cars, or anything else that has mostly retained simple shapes
(primitive shapes)
The atlas unwrap does have one main advantage: It can be used to
unwrap an entire object, regardless of the orientation of any part of that
object This is because atlas does not use an axis to unwrap; it simply
flat-tens out the entire object along an arbitrary axis Pretty cool!
So basically, you do not have to worry about choosing the right axis
along which to unwrap, depending on what sort of alignment the different
parts of the model have Instead, it is simply a matter of clicking to unwrap,
and then dealing with the resulting map as it turns out
In the case of atlas mapping, editing is essentially the key to success, as
the result of the initial unwrap is so very unusual Atlas maps are always
very fragmented, no matter what settings you use Of course, as we know,
editing is essential in all unwrapping methods, but in this case it takes on
more importance since the initial unwrap is, in almost every case, totally
unusable without extensive editing This only really excludes extremely
simple buildings, which, although they can definitely be improved by editing,
can use the initial map obtained in many circumstances
When editing atlas unwraps, one tends to use tools such as Flip UV
Point Map a lot, since many polys often become flipped when using this
method We explore all the UV editing tools in great depth in Chapter 16
Figure 15-39
Trang 5Making an Atlas UV Map
To make an Atlas UV map, select the model that you wish to unwrap, click
on New UV Map on the Map tab in Modeler, and select Atlas
You’ll notice that the Atlas UVmapping type has a different setup
of options compared to the Planar,Cylindrical, and Spherical types
The Relative Gap Size optiondefines the distance between thefragmented sections of the map
Larger values will cause the tions to be farther apart from oneanother in the map, but rememberthat since the entire map needs tofit into the square UV template that is a finite size, increasing this value alsomeans that each part will be smaller in the UV map If you want to paintreally fine details into your textures, you are going to have to create muchlarger images for your textures since each part is so small within that map.The following image shows an unwrapped cube with a Relative GapSize value of 20% (on the left) and one with a value of 80% (on the right) Ihave drawn over the map with bolder lines to make the details clearer
sec-The Segment by Surface and Segment by Part options allow you to specifywhether the discontinuities in the UV map will be positioned according todifferent surfaces or parts assigned to the model that you are unwrapping.For more information on discontinuous UVs, refer to Chapter 16
So if you have, for example, three different surfaces assigned to themodel, you can choose to have the fragmentation defined by these different
Figure 15-40
Figure 15-41
Trang 6Atlas UV Map Tutorial: Unwrapping a Small
Building
This tutorial demonstrates the use of Atlas UV mapping to unwrap a small
building We will unwrap the outer walls first, and then do the inner walls
1 Open the 4.2.4-small_house.lwo object from the companion CD-ROM in
Modeler
2 The roof and the walls are on two separate layers Let’s go to the wall
layer and concentrate on that one first Select all the outer walls of the
house I have already assigned a separate surface to them for ease of
selecting, so all you have to do is open the Polygon Statistics panel (hit
“w”) when in Polygon mode (Ctrl+h), go down to where it says Surf, and
select the Walls Outer surface Click on the little + symbol to select the
polygons to which this surface is applied
Figure 15-42
Trang 73 Go to the Map tab and click on
New UV Map Select Atlas as theMap Type and give it the name
“outer walls.” Leave the othervalues as they are and click OK
4 Change one of your viewports to
UV Texture, and the map shouldautomatically be displayed in theviewport As you can see, all thewalls are nicely flat in the UVtemplate
5 Open the Image Editor and
load the _uv_checker.jpgimage from the companionCD-ROM
6 Open the Surface Editor, go
to the Walls Outer surface,and open the Color TextureEditor Change the defaultlayer Projection to UV,select the “outer walls” UVmap from the UV Map list,
Figure 15-43
Figure 15-44
Trang 8Make sure that your Perspective viewport is set to display textures, and
you’ll see the checkerboard image applied to the model The outer walls, as
you can see in Figure 15-47, are almost perfect
If we look at the area immediately to the right of the doorway, we can
see that the checkerboard image is slightly squashed in this area
Figure 15-46
Figure 15-47
Trang 97 These polygons are slightly too wide in the UV map so we need to usethe Stretch tool to fix this You will have to unweld the vertices beforedoing this though, as this area is discontinuous, so press Ctrl+u tounweld the points before using the Stretch tool.
8 Now select the polygons that we need to squash, go to the UV viewport,select the Stretch tool (“h”) and squash the polygons inward along theu-axis (horizontally) until the patterns become square instead of rectan-gular, as shown in Figure 15-49
Figure 15-48
Figure 15-49
Trang 10Leave all the points in the UV map unwelded for now.
At the moment, the walls in the map are not positioned alongside their
correct counterparts In other words, the walls in the UV map are not
nec-essarily flanked by the walls that are actually next to them in the model So
ideally we need to arrange them correctly in the UV map to make the
tex-ture painting simpler, since there will be fewer seams to deal with
9 Let’s start with the door area and the piece of wall to its left Select the
polygons in this area You’ll notice that in the UV map, these two parts of
the wall do happen to lie alongside one another In Figure 15-50 I have
made the selection in the UV map bolder so that you can see more
clearly what you need to be doing
10 Move these out of the actual UV area so that we can start arranging
things correctly Move them up and position them above the actual UV
map When you select the polygons to move them, do so in Point mode
(Ctrl+g) instead of Polygon mode Moving the polygons around in
Poly-gon mode sometimes leaves points behind
Figure 15-50
Trang 1111 Now let’s move clockwise around the house and move the walls in the
UV map into place Rotate your Perspective viewport around so that youcan see the walls to the left of the section we just moved Select them inyour viewport so that you can see where they are in the UV map Wewant to have these positioned directly to the left in the UV map as well,
so select the points of this section in your UV viewport, and move them
up and to the left of the area we moved previously
Figure 15-51
Figure 15-52
Trang 12Rotate your Perspective viewport now so that you can see the back of
the house
You’ll notice something a bit odd In your Perspective viewport, select
these polygons from left to right and watch how they are selected in the UV
viewport at the same time Notice something a bit odd? Yes, they are
backward!
12 No need to panic — this is a common occurrence in Atlas UV maps All
we need to do is use the Flip
UV command to fix it Select
all the points of that section of
wall and click on the Flip UVs
button Select Flip U and click
OK
This flips the points horizontally, so that they now flow correctly
13 Select the points for this section and move them into place on our row of
walls Move them up to join with the new row of walls we are building at
the top of the UV map
14 Swivel your Perspective viewport around to the side of the house now,
and select the walls there Move them into position on the new row at
the top as well, and repeat this process for the next section as well
15 Last, we have the little piece that we squashed earlier If you select
these polygons from left to right in the Perspective viewport while
look-ing at the UV viewport, you’ll notice that these polygons are also flipped
incorrectly Once again, simply select the points of this section, hit the
Flip UVs button, and select Flip U Then, move this section into place on
the row of walls
Figure 15-53
Figure 15-54
Trang 1316 Now select all the points in this long row of walls, scale them down, andposition them back into the actual square template of the UV map.
17 Because they are so small in the UV map now, you will need to create avery large texture map to get detail into these small areas Since we stillhave so much room going to waste in the UV map, select the points ofthe polygons forming the front and left facades of the house and movethem below the other row You’ll ideally need to rearrange the sectionsforming the front part a little, so that the part that is to the right of thedoor part is now to its right in the UV map (previously it was on theother end of the row from that section)
18 Scale these sections up as much as you can in your UV map now, and itshould look like Figure 15-55
19 Okay, so let’s move onto the
inner walls of the house Selectthem by surface from the Poly-gon Statistics panel (“w”), andclick on New UV Map SelectAtlas and call the map “innerwalls.” Leave the other settings
as they are
Figure 15-55
Figure 15-56
Trang 1420 You’ll get a nice big fragmented map looking like Figure 15-57.
You are probably freaking out right now, but relax because I have some
good news for you Remember when we unwelded the points earlier? Well,
because the entire model was unwelded, LightWave has assumed that all
the pieces are separate, and so it has not kept them intact when it
unwrapped the model
21 So press Ctrl+z to kill the UV map
22 Merge all the points in the model again by pressing “m.” Now create the
UV map again, using the same settings I described in step 19 Ahh, that’s
much better
Figure 15-57
Figure 15-58
Trang 15Don’t worry about all the criss-crossing lines everywhere; they are onlythere because pieces of wall that should be alongside each other currentlyare not Once we have edited the map, those lines will no longer be there.
23 Go to the Surface Editor,
select the Walls Inner face, and load the
sur-_uv_checker.jpg image intothe Color Texture Editor,using the “inner walls” UVmap
24 Now we need to unweld
again because we don’t want
to be bothered with nuities while editing Sopress Ctrl+u to unweld allthe points
disconti-25 Now simply do the same as
we did with the outer walls,
by selecting each section,moving it up to the top, andarranging a nice long row of wall sections Watch out for flipped poly-gons, as a few of the sections in this map are flipped the wrong way onthe u-axis in the UV map
Figure 15-60 shows the long row I made, starting from the left side ofthe back inner wall on the left end of the row
Figure 15-59
Figure 15-60
Trang 1626 Once you have them all in a row, split the row into two again, and
arrange them so that they will fit into the UV map space
27 Okay, now we are left with a bunch of polygons that form all the
horizon-tal parts of the model First, we can get rid of the top row that runs along
the top of the walls, because the building has a roof and we will therefore
never see those polygons Select them in your Perspective viewport, and
then click on Clear Map This will remove them from your UV map
They will leave some points behind in the UV map — select those points
and click on Clear Map again to delete them from the map
Figure 15-61
Figure 15-62
Trang 1728 Now we are left with the window ledges, the inner doorframe, and amess of weird distorted polygons Let’s deal with the weird ones first.Select them in your UV viewport.
You’ll notice that they are actually polygons on the outside walls, so wedon’t need them here either Click on Clear Map again while they areselected Select any points that they leave behind and clear those as well
29 All that we have left now are the doorframe polygons and window
ledges You are really free to arrange these to your own personal ence Personally, I really couldn’t be all that bothered about them, so Ijust arrange them all along the bottom of the UV map If you really want
prefer-to, you can arrange them inside the window holes in the appropriate tions in the parts you’ve been editing Now arrange everything snugglyinto the UV space
sec-Figure 15-63
Trang 18And that’s atlas UV mapping A lot of moving things around and
rear-ranging, but useful for situations like this
30 Merge your points by pressing “m.” And that’s it!
Figure 15-64
Trang 19Map Transformation and Editing Tools
UV Map Editing Tools
Of course, creating UV maps is not just about unwrapping the model andtaking it into Photoshop (or whatever paint package you are using) Themajority of the time that you spend on UV maps is spent on editing the darnthings so that they are actually usable Once we have made a new UV map,
we look to the UV tools in Modeler to start fixing up the stretching andweird distortion that invariably creeps into your unwrapped template.All the tools that we need are found within the menu under the Map tab
in Modeler
Trang 20Not all of the options we find here are for UV maps, as this tab is for
working with all vertex maps, of which UV maps are only one particular type.
So if you find yourself wondering why I have ignored some of the buttons on
this panel, now you know This chapter only deals with UV mapping tools
General Commands
The first bunch of options we encounter under the Map tab are
basically just the usual Copy and Delete and Rename functions
that we are accustomed to elsewhere in the LightWave
pack-age, as well as a couple of other, perhaps unfamiliar terms You
can click on the Edit Maps and More buttons to access a few
other commands as well
Let’s look at each of them, one by one
Set Map Value
To use this function, you need to select points within your currently active
UV map (the one that is
show-ing in your UV map viewport)
By selecting points and
enter-ing in any U or V value, those
points will be moved to those
coordinates within the UV
map
The first value represents
the U coordinate, while the second value represents the V coordinate
This is great for fine-tuning your UV maps, especially if there is any
fragmentation (such as the fragmentation that occurs in atlas maps) and you
need to place points back together with a high level of precision I use this
tool a lot when editing UV maps
Copy Vertex Map
Click on the Edit Maps button to access
this command This option copies the
currently selected UV map, just as its
name suggests Copying a UV map
cre-ates a new one that you can name as
you wish
You can use this option to create one big UV map from a bunch of
differ-ent maps that you have already made Simply select the maps one by one,
and when the Copy Vertex Map window pops up, simply enter in the name
of the UV map that you wish to copy it to This is useful for when you are
working with models like game models, where you are limited to the
num-ber of images that you can use on a character, so you can unwrap all the
Figure 16-2
Figure 16-3
Figure 16-4
Trang 21different parts separately and then simply put them all together in a singlemap and arrange them so that you can texture all the different parts in a sin-gle image.
Delete Vertex Map
Click on the Edit Maps button to access this command This option deletesthe currently selected UV map Use this one cautiously as there is no fur-ther prompting to confirm the deletion
Rename Vertex Map
Click on the Edit Maps button to accessthis command Use this option torename the currently selected UV map
A new window pops up for you to enter
in the new name
Clear Map
If you wish to remove certain polygons from within a UV map, use thisoption Simply select the polygons that you wish to remove, and press thisbutton
If no polygons are selected, the entire contents of the UV map areremoved
Be aware that due to the nature of UV maps, removing polygons fromthe map removes the immediately surrounding polygons as well Be sure to
unweld (Ctrl+U) the points in the map before using this if you wish to keep
all the surrounding polygons intact within the map Just don’t forget toremerge the points again afterward by pressing “m.”
Cull Map
Click on the More button to access this command Since I have absolutely
no mathematical abilities whatsoever (I can barely count over 10), I have alittle trouble really fully understanding this tool’s function and usefulnesssince the explanation of it in the LightWave manual left my brain reelingsomewhat
However, after researching it a little, I have a decent explanation of itfor you This tool affects points in a region of your UV map that you specify
by entering in a certain value, which determines the Threshold Magnitudebelow which all points will be
selected or deselected,depending on which option
Figure 16-5
Trang 22This value is reached by using a calculation to determine the region
that will be affected by the action, namely the addition of the square root of
the U value to the square root of the V value
All that said though, I have never used this option! When I want to
remove points or polygons from a UV map, I generally just select them and
hit Clear It’s more straightforward
Normalize Map
Click on the More button to access this command
This function scales the selected vertex map from the
Source VMap list according to the Minimum and
Max-imum values specified in the respective fields
This is handy for ensuring that the map makes
the most of the UV map space provided I usually just
scale this by hand, as I sometimes want to have
differ-ent areas in a UV map scaled according to how I want
to paint them later on, but this can save you time if it is a simple projection
that you have been editing, and you now want to simply size up to fill the
space with the touch of a single button Just be careful that it does not
dis-tort any areas that shouldn’t be disdis-torted (although this isn’t all that likely to
happen)
Using the UV Mapping Tools
Under the Texture heading on the Map tab, we find the tools
for creating and editing our UV maps for texturing
New UV Map
Obviously, this particular function creates a brand new UV map
for the currently selected polygons or object in Modeler
Clicking on the button
opens a window from which
you select your projection, a
name for your new map, and
a few other options
From the Map Type
drop-down you can select the
type of projection that you
wish to use for your UV map
For more information on
each of these projection
types, take a look at Chapter
14
Figure 16-7
Figure 16-8
Figure 16-9
Trang 23Once you have selected a type of projection, select the axis that youwish to apply that projection along by clicking on the desired axis button.You can have your UV settings automatically calculated for you, or youcan manually enter your own settings for the placement and scale of the UVmap by clicking on the Manual button next to Settings and entering yourown values Since you can edit your UV map once it is made, changing thesesettings is not always necessary.
it to edit the settings of anexisting UV map by select-ing that particular map fromthe Texture Name list,which lists all UV maps cur-rently assigned to that model
This allows you to change the projection type, axis, scale, and position
of the existing UV map, which can be particularly useful if you created that
UV map without using the Initial Value option in the Create UV TextureMap window
The Make UVs command can also be used to add additional polygons to
an already existing UV map Select the polygons you wish to add to the map,click on Make UVs, and select the map’s name from the Texture Name list.This is a useful way of making a single UV map out of a few maps with-out using the Copy Map command
Generally, it is advisable
Figure 16-10
Figure 16-11
Trang 24carefully selecting points and flipping them manually and then trying to
carefully reposition them, using this command saves you time and effort
Transform UV
Clicking on the Transform
UV button brings up a panel
from which you can
numeri-cally adjust the Offset, Scale,
and Rotation values around a
specified Center of your
cur-rently active UV map
Remember that UV
values are defined by
per-centage values from within
the UV space, so you would
enter values between 0% and
100% for these options Use the Center value to define the point from which
these values are calculated By default, the Center value is 0% for both U
and V coordinates, which means that all Offset, Scale, and Rotation values
will be calculated from the lower left-hand corner of the UV map outward If
you wish to make these changes from the actual center of the UV map, you
would enter values of 50% for both U and V in the Center fields
I don’t ever use this command, since I have a habitual tendency to do
everything by hand as much as I can when editing my UV maps
Poly Map
As these options are no longer used, they are not discussed here
Point Maps
Looking under the Point Maps drop-down, we find two
com-mands — Spread UVs and Quantize UVs
Spread UVs works with quads (four-sided polygons)
only, and basically allows you to size them by using numeric
values within the UV space
The Quantize UVs command snaps selected points
in the UV map to the grid using the values entered into
the appropriate fields
Figure 16-12
Figure 16-13 Figure 16-14
Figure 16-15
Trang 25Again, these are options that I never really use In fact, I don’t think Ihave ever used them because of my tendency to eyeball everything andmove points around by hand.
Set UV Value
This command is accessed from the More drop-down The Set UV tool is fornumerically positioning points within the currently active UV map It basi-cally does the same thing as the Set Map Value command we looked atearlier except that this tool is specifically for UV maps, so you have optionsfor entering in values for U and V instead of X, Y, and Z as we have in theSet Map Value command
This tool is particularlyuseful for ensuring that pointsmeet where they are sup-posed to when you’ve beenediting a UV map with thepoints unwelded
Click on either the U or the V button and enter a desired percentagevalue within the UV space onto which you would like to position theselected points This is a very useful tool for precision, especially in thosepesky UV maps where things have become horribly fractured (such as anAtlas UV map)
Polygon Normal UVs
This command is accessedfrom the More drop-down
The command projects thetexture UVs along the poly-gon normals, mapping theimage flat on the normal
It is a tool that works with poly maps, which is the predecessor to thediscontinuous UV maps that we work with now Since we don’t really needpoly maps anymore, this tool (along with the other poly map tools) has reallyoutgrown its usefulness, and I am guessing that the only reason it is still inthe program is for the off chance that you may happen to be given a reallyold LightWave model to work with that uses them Otherwise, you canignore it
UV Spider
This command is accessed from the More drop-down menu When you
Figure 16-16
Figure 16-17