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Subject: Need Help to Unwrap a Sphere


LMcLean ( ) posted Tue, 16 October 2007 at 11:23 PM · edited Fri, 10 April 2026 at 2:33 AM

file_390935.jpg

I am using C4D R10 and I want to be able to cut the sphere where the red marks are to create a flat 1 piece UV map. I have looked everywhere for a simple step by step on how to do this but have not found anything. Could someone please explain how to do this? Thanks


tantarus ( ) posted Wed, 17 October 2007 at 6:09 AM

file_390948.jpg

Its already nicely mapped if you use Hexahedron type of sphere. All you need to do is to snap the parts into one piece :)

In 3D view select one polygon and use select connected to select whole shet, move it to side and repeat with the rest. After that simply snap the shets on correct seams :)

Relax "Pin border points" have help also :)

Tihomir




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andyvxaraya ( ) posted Wed, 17 October 2007 at 6:14 AM

or watch a good tutorial for more complex unwrapping and relaxing :) http://www.cineversity.com/tutorials/lesson.asp?tid=925 Andy

 


LMcLean ( ) posted Wed, 17 October 2007 at 10:44 AM

tantarus, Thanks for the reply, but I want to cut the areas in red so I can learn how to do this. I am just trying on this simple sphere before I try on a more complex object like a head for e.g. Can you explain this in simpler step by step? andyvxaraya, Thanks for the link. That is a great tutorial by Kai Pederson but for a newbie like me it skips a bunch of steps like how to define seams on mesh and a buch of others. What I would like is a step by step of how to do that from modeling in C4D to final UV in Bodypaint. Maybe Kai Pederson Could help me. Do you know where I can contact him? Thanks


Becco_UK ( ) posted Wed, 17 October 2007 at 11:01 AM · edited Wed, 17 October 2007 at 11:02 AM

For a simple model like that I would select the first group of polygons and use Cinema's set selection. Repeat for the remaining groups. Use Cinema's UV interactive mapping to map the various polygon selections. Adjust positioning of the individual selections and scale as needed.

Getting to grips with using polygon selection tags will save you loads of time on more complex models.

All the above is not really needed for a simple sphere though - a texture ratio of 2:1 will suffice and when applied to the sphere will map ok. 


spedler ( ) posted Wed, 17 October 2007 at 11:53 AM

Looks like you're wanting to use the LCSM unwrapping in BodyPaint. 3DKiwi has a video tutorial at C4D Cafe which is an addendum to his excellent DVD on BP. The tutorial is free though, so you could have a look at that.

Steve


wdupre ( ) posted Wed, 17 October 2007 at 12:11 PM

Step by step: Define seams using edge select in the modeler, select all the edges you want to be your seams. switch to uv editor select all polys that you want to map, go to uv mapping tab, Relax UV subgroup. check the Cut Selected Edges checkbox and hit apply. Pretty simple once you get the hang of it. 10.5 adds a new unwrap method which is supposed to be more accurate which uses the same steps.



tantarus ( ) posted Wed, 17 October 2007 at 2:43 PM

If you want to learn UV mapping in BP. Get 3DKiwi BP tutorial DVD, excellent training :)

Tihomir




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LMcLean ( ) posted Wed, 17 October 2007 at 3:30 PM · edited Wed, 17 October 2007 at 3:41 PM

Quote - Step by step: 1. Define seams using edge select in the modeler, select all the edges you want to be your seams. 2. switch to uv editor select all polys that you want to map, 3. go to uv mapping tab, Relax UV subgroup. 4. check the Cut Selected Edges checkbox and hit apply. Pretty simple once you get the hang of it. 10.5 adds a new unwrap method which is supposed to be more accurate which uses the same steps.

  1. Ok I did this using the "Polygon Edge" tool. 2. I selected the "UV Polygon Edit Tool" and selected all of the polygon's I wanted to UV. 3. Now Thanks


LMcLean ( ) posted Wed, 17 October 2007 at 3:52 PM · edited Wed, 17 October 2007 at 3:52 PM

file_391000.jpg

1. Define seams using edge select in the modeler, select all the edges you want to be your seams. Done! 2. switch to uv editor select all polys that you want to map, Done! I selected the UV Polgon Edit Tool" and selected all of the poly's I wanted to UV. 3. go to uv mapping tab, Relax UV subgroup. Done! (Selected UV mapping tab > Relax UV subgroup) 4. check the Cut Selected Edges checkbox and hit apply. Done! (Checked the "Cut Selected Edges" checkbox and hit "Apply") Question. The UV map isn't what I expected. Did I do someting wrong?


wdupre ( ) posted Wed, 17 October 2007 at 4:05 PM · edited Wed, 17 October 2007 at 4:07 PM

Sorry, turn off pin border points. Didn't realize that was checked by default. oh and I forgot a step, first you want to flat map your uv before you do any of the rest of the stuff.



Becco_UK ( ) posted Wed, 17 October 2007 at 4:11 PM

LMcLean: Using relax introduces distorted UV's so I dont think you did anything wrong. Relaxing UV's is ok for removing overlapping UV's - for a sphere I can't see the point!

The old fashioned method of using  polygon selections take a little longer but usually produces better results.


LMcLean ( ) posted Wed, 17 October 2007 at 5:31 PM

file_391011.jpg

> Quote - Sorry, turn off pin border points. Didn't realize that was checked by default. oh and I forgot a step, first you want to flat map your uv before you do any of the rest of the stuff.

Step by step: 1. Define seams using edge select in the modeler, select all the edges you want to be your seams. 2. switch to uv editor select all polys that you want to map, 3. go to uv mapping tab, Relax UV subgroup. 4. Deselect "Pin Border Points" then check the "Cut Selected Edges" checkbox and hit apply. ___________________________ Q. OK so I added the "turn off pin border points" but what do you mean "first you want to flat map your UV before you do any of the rest of the stuff." Sorry this is quite vague could you explain? Q. Shouldn't the map look something like my diagram? Thanks


wdupre ( ) posted Wed, 17 October 2007 at 5:55 PM

the issue is that right now your mapping is split up in 6 overlapping pieces based on sphere type you picked. basically its mapped like a cube is, so in order to do an unwrap you first have to start with the uv map as one continuous mesh, thats why you need to flat map it first. dont worry about the fact that you are just pancaking the uv map, only after you do this can you do the unwrap steps. the others are right though that a sphere will not unwrap really accurately, but I agree this is good practice for doing a head or something rounded like that.



andyvxaraya ( ) posted Wed, 17 October 2007 at 6:00 PM

for the unwrapped map to look like in your diagram, you must select correct edges first - i think you're not doing this right.. admittedly selecting the correct ones is slightly more complex than in your first example.. lets see.. your last diagram has 14 sides/edges (3poys in each, say).. divided by two (when they are 'stitched' in real model) means you have to select 7 edges in total but (in your first picture) you're only selecting 4 and the top-middle one doest look right!! so the question is: where are the rest? :) find them, select and then you would have solved the puzzle :)

 


LMcLean ( ) posted Wed, 17 October 2007 at 6:06 PM

Oh I understand. So what I see in my above image is a UV of one side of the 6 sides. That makes sense. So please help me. You say i need to start with the UV as one continuous mesh. So When I cut the mesh at the beginning that shouldn't have beend one yet. Your instructions said to "Define Seams using edge select" where I want my seams so this should come later. Q. So would I be correct in saying I need to flat map it first. Should flat mapping come before step #1? Q. Could you please explain how to flat map the sphere? and after I flat map the sphere what is the next step? Thanks


andyvxaraya ( ) posted Wed, 17 October 2007 at 6:46 PM

file_391022.jpg

this is step-by-step example of what i mean: 1) select CORRECT edges where you want your model to unwrap (7 in your case) 2) select texture polys icon on the toolbar and make flat projection 3) unwrap-relax with selected edges (they serve as the instruction for c4d where to create seams) voila! :) hth, Andy

 


wdupre ( ) posted Wed, 17 October 2007 at 7:16 PM

yes flat map before step one. to flat map, select the whole sphere, go to UV Mapping - Projection and hit the Flat button. you can do it also with interactive mapping, and be able to align the plain percisely but no need to do that for this exersize.



LMcLean ( ) posted Thu, 18 October 2007 at 11:57 AM · edited Thu, 18 October 2007 at 12:01 PM

OK, thanks for the excellent help. I am at the point of selecing the edges. Do I select edges in Bodypaint UV edit and if so how do I select the edges in there? I seem to be able to select whole polys only in BP UV edit. or do I go back into modeling mode and select the edges there? It would be nice to be able to select the edges in Bodypaint if possible. Does it matter? Thanks


wdupre ( ) posted Thu, 18 October 2007 at 12:30 PM

its easier to select the edges in the modeler simply becouse those buttons are already there, and edge mode is easy to select. But saying that, it is important to note that C4D is probably the most customizable tool on the market and pretty much all of the tools are availible to you in any layout you are in. since I use edge mode a fair amount in uv edit mode, I added edge tool buttons to the interface. but you don't even have to, you can switch to edge mode under Tools - c4d tools. then you can select edges, no problem. and all the advanced tools like Loop, Ring and Path selection are under the Select Geometry tab.



pjz99 ( ) posted Thu, 18 October 2007 at 12:59 PM · edited Thu, 18 October 2007 at 1:01 PM

file_391075.JPG

You can mix and match - I am working on a fairly difficult (for me anyway) UVmapping project, and what I'm doing is using the BP UV Edit **layout view** along with the Cinema 4d **menu,** and switching back to the BP menu when required.

I don't think anyone has spelled this out, but it may save you some work in the future to be aware of this: when you're doing subdivision modeling, it is much, much easier to UVmap at a lower resolution, and also making polygon and edge selection groups; they will all be retained when you convert the HyperNURBs container + base polygon object to a high-poly form.

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pjz99 ( ) posted Thu, 18 October 2007 at 1:07 PM

file_391076.JPG

Note that if you are storing your seam edge selection in a tag (which is handy, because you don't have to redo the whole thing whenever you change it), then double-clicking the tag will a) select those edges and b) switch to the modeler's Edge Selection mode.  Then, you can use whatever selection tool to add to the selection e.g. I used Path Selection (shortcut **U, M**) while holding down Shift to add to selection, and then updated the tag.

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pjz99 ( ) posted Thu, 18 October 2007 at 1:12 PM

file_391077.JPG

oops, also note that even though you may have many polygon selections as in my example, you only really need one edge selection tag, with all seams stored in it.  You can have separate ones, but they're not any advantage I've discovered, and it makes it simpler when using the UVMap relax  tool, because you can supply the edge selection tag as shown:

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wdupre ( ) posted Thu, 18 October 2007 at 1:26 PM

Quote - I don't think anyone has spelled this out, but it may save you some work in the future to be aware of this: when you're doing subdivision modeling, it is much, much easier to UVmap at a lower resolution,

One thing I need to note if you are doing your mapping at a lower resolution is that the mapping doesnt take the sub-d into consideration so if you don't do a relax after final subdivision you will get some distortion in your map. This issue with uv mapping and sub-d is an unfortunate side effect of having subdivision as a seperate "Object" rather then just a mesh setting like some other modelers. this is one of the reasons I like Modo so much it automatically adjusts the map for subdivision, I would love to see this added in C4D.



pjz99 ( ) posted Thu, 18 October 2007 at 1:29 PM

Oops, that's a good point, sure enough.  All the more reason though to make polygon and edge selections at the start, as Becco first pointed out, so that it's easy enough to redo.

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LMcLean ( ) posted Thu, 18 October 2007 at 5:08 PM · edited Thu, 18 October 2007 at 5:11 PM

Ok, I've selected all 7 edges and I was able to do this while in Bodypaint. Thanks for the tip. Now can I create an "Edge Selection Tag" within the BP interface? Wait I think I found it. is it "Select Geometry > Set selection"


wdupre ( ) posted Thu, 18 October 2007 at 5:13 PM · edited Thu, 18 October 2007 at 5:13 PM

you dont actually need to create an edge selection tag for this operation. just switch back to uv poly view and do your relax steps. but yes thats how you do it.



LMcLean ( ) posted Thu, 18 October 2007 at 5:38 PM

wdupre, Ok I am totally lost again. I was following your steps above. Is this correct. Please add or delete any wromg steps and i am going to do it from scratch again. Thanks Step by step: 1. Create a flat map. 2. Define seams using edge select in the modeler, select all the edges you want to be your seams. 3. switch to uv editor select all polys that you want to map, 4. go to uv mapping tab, Relax UV subgroup. 5. check the Cut Selected Edges checkbox and hit apply.


wdupre ( ) posted Thu, 18 October 2007 at 6:08 PM

yep that should cover it.



LMcLean ( ) posted Thu, 18 October 2007 at 6:14 PM · edited Thu, 18 October 2007 at 6:19 PM

Thanks. I'm going to try this from the start again.


LMcLean ( ) posted Thu, 18 October 2007 at 6:35 PM · edited Thu, 18 October 2007 at 6:36 PM

file_391101.jpg

Yipee! Thanks to all of you I finally did it! : ) My first ever LSCM UV unwrap. Now a couple of things. 1. The UV is larger than my image area. How do I fix this? 2. The UV is rotated. Would you straighten it out. How do I do that? 3. Now I guess I need to save this so I can iopen it in Photoshop and paint on it. What is my next step. Do I have to fill the UV with color etc. How would I do that? If someone could tell me how to take this to completion in simple steps I would be very grateful. Thanks


pjz99 ( ) posted Thu, 18 October 2007 at 7:42 PM · edited Thu, 18 October 2007 at 7:42 PM

file_391104.jpg

1: Select all the UV polygons (ctrl+a while in UV polygon mode) and just scale them down with the scale tool. 2: rotate with the rotate tool 3: see this thread [ http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2713200](http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2713200)

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pjz99 ( ) posted Thu, 18 October 2007 at 7:46 PM · edited Thu, 18 October 2007 at 7:48 PM

Incidentally I highly recommend this video tutorial on C4D 10.5's improvements to UV relaxing:
http://www.cineversity.com/tutorials/lesson.asp?tid=925

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LMcLean ( ) posted Fri, 19 October 2007 at 11:47 AM

pjz99, Thanks for the tips on rotate scale etc. And yes I watched that video about a week ago. Very informative. Thanks


LMcLean ( ) posted Fri, 19 October 2007 at 1:07 PM

file_391173.jpg

Ok, I rotated the map and scaled it to fit the window, but is there a way to show a grid and be able to snap the mesh to it. When I rotated the UV I was just guessing to get it straight. Is there a way to make it perfectly vertical so it is not rotated? Thanks


pjz99 ( ) posted Fri, 19 October 2007 at 2:27 PM

Well, the way I do it is I hand it to a texturer, and if they try to hit me or spit on me or things like that, then I reckon I got it wrong.  I think there's a more accurate way though.

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wdupre ( ) posted Fri, 19 October 2007 at 4:10 PM · edited Fri, 19 October 2007 at 4:10 PM

Attached Link: http://willsmind.com/images/UVGrid.jpg

I load a grid as my texture this does two things, first alows me to see the best virtical and horizontal alignment right on my mesh, and second see exactly where the distortion is, so I can go in with the magnet tool and manually adjust areas where I see distortion. here is a basic Grid Map.



LMcLean ( ) posted Fri, 19 October 2007 at 4:28 PM · edited Fri, 19 October 2007 at 4:29 PM

Quote - Well, the way I do it is I hand it to a texturer, and if they try to hit me or spit on me or things like that, then I reckon I got it wrong.  I think there's a more accurate way though.

That's funny! I only wish I had a texturer a modeler a rigger and an animator to do all of my grunt work and I could be the art God who gave all of the orders and received all of the praise, but that's not going to happen any time soon and besides as much as I don't like being stuck I like the feeling I get when I finally figure something out! So I guess I'm the grunt right now!. LOL.


LMcLean ( ) posted Fri, 19 October 2007 at 4:35 PM

wdupre, That sounds like an excellent idea. So I'm not sure how i would use this grid though. Do I load the grid as my texture in C4D modeling mode before I go into Bodypaint. Should I use the "Magnet Tool" on my mesh above? Another question: How do I see the vertical and horizontal alignment on my mesh? Sorry I don't understand how this works. AAARGH! I'm such a newb when it comes to Bodypaint! Please explain! Thanks


wdupre ( ) posted Fri, 19 October 2007 at 5:02 PM

Attached Link: http://www.c4dcafe.com/ipb/index.php?

no you can do it right in the uv view, see the little ball that says mat in the column just to the right of the object menu thats your material, double click on it and you will open up a material window, in the color channel you will see a line that says texture click on the little arrow next to that and select Load Image. and navigate to your image. the texture will show up on the little ball and if the material is assigned to your sphere it will show up on the sphere as well, if not, just drag the ball over the sphere and drop it on. No offense but a lot of this is basic stuff which you should really learn more about by reading the manual. there is just no way that all you need to know about c4d and bodypaint can be answered in the forums, the manuals are quite good and cover everything in depth. also go to c4d cafe and just start watching all the video tutorials.



pjz99 ( ) posted Fri, 19 October 2007 at 8:16 PM · edited Fri, 19 October 2007 at 8:16 PM

Quote - That's funny! I only wish I had a texturer a modeler a rigger and an animator to do all of my grunt work and I could be the art God who gave all of the orders and received all of the praise, ...

 

Hmm, so do I.

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