Welcome to the Hexagon Forum

Forum Coordinators:  thomllama

Hexagon F.A.Q (Updated: 2017 Aug 24 4:01 pm)

 
Hexagon Tutorials
 
Checkout the Renderosity MarketPlace - Your source for digital art content!

 Subject: UV Mapping a Head - An image based tutorial Comments and questions.

cryptojoe opened this issue on May 05, 2006 · 53 posts

Top of Forum Print

  cryptojoe    ( ) ( posted at 2:42PM Fri, 05 May 2006 

Attached Link: UV Mapping a Head

This is the comments and Questions thread for Teyons tutorial:UV Mapping a Head.

Please respond with any comments or question you may have concerning the tutorial here. This will help us to keep the forum tutorials clean and legible for all users.

Yank My Doodle, It's a Dandy!

  Letterworks    ( ) ( posted at 3:09PM Fri, 05 May 2006  · @2677453

Joe, Sorry I replied in the other thread. Since it's locked I can't delete the post, don't know if you can or not, but if you can please do.

mike

 


  cryptojoe    ( ) ( posted at 4:02PM Fri, 05 May 2006  · @2677503

Sure will, sorry if I seemed terse. I really do understand. This is a system we developed over in the Rhino forum that worked well, so, what they heck huh? You had no way of knowing so don't feel bad, okay?

Thanx for your time and consideration.

Yank My Doodle, It's a Dandy!

  laughingnome    ( ) ( posted at 6:14PM Fri, 05 May 2006  · @2677608

nice tut Teyon.

stu


  cryptojoe    ( ) ( posted at 7:01PM Fri, 05 May 2006  · @2677632

Stu, you can write admin@renderosity.com anytime you have a complaint about staff members.

Yank My Doodle, It's a Dandy!

  bwtr    ( ) ( posted at 10:11PM Fri, 05 May 2006  · @2677707

OK, like many trying other similar tutes, stumbling blocks always driving me completely around the bend.

OK, after umpteen tries, I get to 'then hit the Scale Icon to scale the UV Map so it fits into the UV space"--------Well!!!***### etc, I don't get the scale tool showing? 

HELP!

bwtr

  ShawnDriscoll    ( ) ( posted at 10:37PM Fri, 05 May 2006  · @2677718

Make sure you Validate after doing your unfold.  Then make sure your ghost manipulator is bright and not dimmed so any manipulator will show.

www.youtube.com/user/ShawnDriscollCG


  bwtr    ( ) ( posted at 11:09PM Fri, 05 May 2006  · @2677728

Shonner-----ARRRRRHHHHHHaaaaa!!!!!!.   Why can't Help files, Manuals, Tutorials etc be written with details required by NORMAL??? people like me?

bwtr

  ShawnDriscoll    ( ) ( posted at 11:47PM Fri, 05 May 2006  · @2677743

Because you're like me in that you look at various app windows for a Validate, Abort, or Apply button that needs our attention.  But Hex 2 gives no feedback of this kind.  The rest of the workspace should be dimmed (greyed out) until we're done and click on one of those buttons to continue.  Then other buttons/icons can become available once more for new actions.

During the tutorial, I kept seeing a stray point on the UV map.  It turned out to be one of the eyes of the head because I kept selecting the entire model for mapping instead of just the skull/neck portion.  I'm trying out the universal manipulator in the UV window.

www.youtube.com/user/ShawnDriscollCG


  laughingnome    ( ) ( posted at 12:34AM Sat, 06 May 2006  · @2677759

use the spacebar to hide /unhide the manipulators Bwtr

S= scale  U=universal  T=translate  R= rotate

those are the Keyboard shortcuts for pc.

dont have anything to write about Joe, my bad :))

stu


  steama    ( ) ( posted at 2:01AM Sat, 06 May 2006  · @2677791

Thanks for the tute Teyon. Need all the help I can get.


  ren_mem    ( ) ( posted at 3:05AM Sat, 06 May 2006 · edited on 3:06AM Sat, 06 May 2006 · @2677813

Normal. hmmm. what's that 😉
Teyon I think that was very helpful. Do you recommend selecting the areas to correct on the actual model or the uv map? I would like more information on correcting overlapping UV's. I see most tuts on this say to move them around so they don't overlap, but would like a little concept here. Also, another area is the concept of choosing where to choose good cuts for the map. I know for many things it is logical, but others aren't so clear. I look at other uv maps to help me decide on things. I really don't see much docs, books or otherwise on uv concepts, just bits here and there. I think understanding the underlying concepts better would help everybody. Also if you are pinning, other UV programs I have used allow pinning everything on one screen spread out. Since you can barely fit 1 item in there by scaling will the others fit on that same uv screen or will there be seperate screens.

No need to think outside the box....
    Just make it invisible.

  bwtr    ( ) ( posted at 3:12AM Sat, 06 May 2006  · @2677816

Too much for me. Thanks folks.

bwtr

  odeathoflife    ( ) ( posted at 12:20PM Sat, 06 May 2006  · @2678058


This happens to be when I try to unfold complex.  One side is always larger then the other.  What I am doind do fix this?

♠Ω Poser eZine Ω♠
♠Ω Poser Free Stuff Ω♠
♠Ω My Homepage Ω♠

www.3rddimensiongraphics.net


 


  Teyon    ( ) ( posted at 6:49PM Sat, 06 May 2006 · edited on 6:49PM Sat, 06 May 2006 · @2678304

I'd say for selecting the areas that need fixing, it's easiest to do it on the UVMap, as the area is easier to see sometimes. 

For moving verts into areas that aren't overlaping with something else, the relax tool does this for you mostly. When it's not enough you can select the point or points and try to give them some uniform spacing. That's usually the best approach if the relax tool doesn't cut the cheese for ya.

Choosing edges to cut really is trial and error and ultimately depends on the model in question and what you want for the UVMap(s).  I find if you can hide the seams in areas that aren't often seen, then you should do so, as it minimizes the need for texture seam compensation.

As for the UVSpace the fine folks at Eovia created for us...well, it's crap really. lol. I mean, it's sooooo tiny. I don't know what they were thinking. The good thing is that you can scale the UV's independently from the actual mesh, which is the only way to fit the pieces into the UVSpace allowed for us.I hope 2.1 will have addressed that issue. There's alot about Hex2 I think could have been done differently to make things better...for one, they could have gotten rid of the whole "Validate" thing, which is annoying if you forget to do it and the process your in requires it. Disrupts the whole flow of modeling/texturing, it does.

I'm not really sure why that's happening to you...you seem to have sliced down the center as you should...if you can email the head to me I'll have a look at it and see what's going on.

Hope I answered everyone.


  odeathoflife    ( ) ( posted at 7:50PM Sat, 06 May 2006 · edited on 7:51PM Sat, 06 May 2006 · @2678334


I do not think it is the model ( it's not mine so I cant really send it to you but lowpolymeg.obj is the file name...not sure where I downloaded it from) I just tried yours and it worked, but the girl in the hex 2 folders I get the same prob...so it must be something I am doing LOL.

♠Ω Poser eZine Ω♠
♠Ω Poser Free Stuff Ω♠
♠Ω My Homepage Ω♠

www.3rddimensiongraphics.net


 


  Letterworks    ( ) ( posted at 8:11PM Sat, 06 May 2006  · @2678345

I've seen that same issue while trying to unfold a simple Sphere as well, one side always seems larger that the other. I fixed it once by PINNING a point near the center of the "front" (oposite the split) of the sphere. I wonder if it has something to do with the FACING of the object when it's unfolded?

mike

 


  Teyon    ( ) ( posted at 9:05PM Sat, 06 May 2006  · @2678362

Mike, that's possible, though why they'd allow that when other programs aren't affected this way I don't know.


  Letterworks    ( ) ( posted at 10:55PM Sat, 06 May 2006  · @2678405


Well I did a bit more experimenting and here's what I found...

IN the first picture I only created the seams. There appears to be a point (I'm assuming it's the center point of the object) that acts like a pin at the center of the object. You can see how mis-shapened the UV is.

 


  Letterworks    ( ) ( posted at 10:58PM Sat, 06 May 2006 · edited on 10:59PM Sat, 06 May 2006 · @2678409


Here I've added two pins (red arrows) at the tow poles of the sphere. you can see how the uv map is more semetrical now. Now I need to figure out how to fit the map into the grid.

Not sure what this all proves but there it is.

mike

 


  Letterworks    ( ) ( posted at 11:10PM Sat, 06 May 2006  · @2678416


Oh and one other thing. When saving the map to an image file ONLY the part over the grid is saved to the image file.

mike

 


  Teyon    ( ) ( posted at 11:13PM Sat, 06 May 2006  · @2678420

I notice the odd choice of cuts at the top. Instead of following a T shape you went with more of a Y. Do you think this may have caused the oddness in the first place?


  Letterworks    ( ) ( posted at 11:43PM Sat, 06 May 2006  · @2678434

Actually before I pulled these captures to send I did it BOTH ways, a straight T cut and the Y cut. then I noticed that once I applied the pins NEITHER cut made a difference. the cut stopped at the pins.

mike

 


  Teyon    ( ) ( posted at 11:58PM Sat, 06 May 2006  · @2678441

Intersting. Thanks for posting.


  SFGfx    ( ) ( posted at 5:08PM Mon, 08 May 2006  · @2680007

Quick question, how do you add a pin to the sphere?  Is there a mysterious, maniacal "Add pin" button that I don't know about?



  ren_mem    ( ) ( posted at 6:39PM Mon, 08 May 2006 · edited on 6:45PM Mon, 08 May 2006 · @2680073


Seems like if you zoom in on the UV grid and change grid  you can get more room. The validate thing is from Amapi and many fuss about that. I usually "double click" and "enter" is also the same.
Remember, any thought or bugs you have or see go tell them so they know. I haven't found a great way to add to a domain another selection you may want or to edit an existing domain. Maybe missing something, but edit domain and add to a domain would be great.

SFGfx,
Yeah. For pins change to pins instead of seams then use plus symbol to add.

No need to think outside the box....
    Just make it invisible.

  Letterworks    ( ) ( posted at 6:40PM Mon, 08 May 2006  · @2680074

SFGfx, you add a pin in the UVMapping screen. Change pull down from SEAM to PIN (Red Arrow), then select the pint to pin (Yellow Arrow) and click the add button (Green Arrow) to add a pin. Then unfold the map.

I STILL haven't figured out how to make the map fit the grid. ANy help in that area would be appriciated!

mike

 


  ren_mem    ( ) ( posted at 6:44PM Mon, 08 May 2006  · @2680077

Trav,
Just select everything you need and scale it down to fit in the grid.

No need to think outside the box....
    Just make it invisible.

  SFGfx    ( ) ( posted at 8:33PM Mon, 08 May 2006  · @2680139

Oh, it's hiding the UV Map dialogue.  Thanks guys!



  Letterworks    ( ) ( posted at 8:51PM Mon, 08 May 2006  · @2680148

ren_mem thanks for the post above as I just noticed I missed attaching tha picture to my post. I managed to resize the map to the grid ONCE, now if I can only duplicate the process.

mike

 


  ren_mem    ( ) ( posted at 10:58PM Mon, 08 May 2006 · edited on 10:59PM Mon, 08 May 2006 · @2680222

LOL... :lol: I had done the same thing. Then had to go and add it. I thought that was what happened from your colored desc.. By the time you capture it, annotate, then type it up and wait for r'osity it is easy to forget to attach the image.

No need to think outside the box....
    Just make it invisible.

  Nate    ( ) ( posted at 12:45PM Tue, 09 May 2006 · edited on 12:48PM Tue, 09 May 2006 · @2680619

**Some screen shots when I did the UV thing.
**I'm first in line to say that I am absolutely (obviously) clueless about UV.
This did allow selection of an area to paint into, and prevented the disruption of other faces. When a selection was made, symmetry (turned on) did not take effect. Without selection, symmetry was ok.

**First image (notes are self-explanatory)
**Nothing I did with manupilator, larger texture image... nothing would make the part hanging out of the unfolded UV window get inside the window. It's weird... this part would take displacement, but no color.

**Second image (also with notes)
**Left is screen capture from Hex window.
Right is screen capture of model brought into Carrara as obj file.
Imported as Car file was no better. Me and uv's again... sorry


On-line portfolio / Making figurines in China / Gallery  / Video Demos


  ren_mem    ( ) ( posted at 4:06PM Tue, 09 May 2006  · @2680775

That looks reversed. Did you try flipping it? Did you try amapi format?

No need to think outside the box....
    Just make it invisible.

  Emerick68    ( ) ( posted at 7:54PM Wed, 24 May 2006  · @2693150

Hello first off I want to say awesome TUTORIAL by Teyon.

 

Well I tried your Tutorial and it all work up to a POINT. When I unwrap it like you shown in tutorial, worked awesome (was my first time). Because I have only own HEX 2 for Four Days now.

I Validated it right after the unwrap just like Teyon example. When I went to Scale the UVmap, Kept bouncing (snapping) right back. I keep try with NO Luck at all. Sorry I failed to understand what I’m doing wrong.. Maybe it’s a bug? I haven’t a clue. I did use the example BOX that is pointed too.

 

Any Suggestion that may help me out ?

Thanks Emerick68


  Emerick68    ( ) ( posted at 8:30PM Wed, 24 May 2006  · @2693175


Example:


  Emerick68    ( ) ( posted at 9:45PM Wed, 24 May 2006  · @2693223


LMAO NEVER MIND - I figure it out.. (S) ARGHHHHHHHHHHHHHHH


  Irish    ( ) ( posted at 9:07AM Thu, 25 May 2006  · @2693522

Teyon, this looks like a great tutorial but I'm already stuck...grrr!  I select the edges on the back of his head as you show but when I go to the front view, I can see the edges all down the back of his head showing through in the front view.  What am I doing wrong?  I'm using the default Hexagon settings and I just bought a new high end computer.

Thanks!

:)
Irene


  Emerick68    ( ) ( posted at 2:26PM Thu, 25 May 2006 · edited on 2:29PM Thu, 25 May 2006 · @2693751

Hi Irish..

At the bottom of the program there are scrolling keys (or use your number pad or arrows to zoom around the head). Then press shift again while you select the edges.  

Select Rotate Mode : Drag mouse around head

Select Manipulator Mode to select your edges: Make sure to hold shift after your done with selecting tools.

 

Also the round circle icons select : Flat solid & Edges


  Emerick68    ( ) ( posted at 2:37PM Thu, 25 May 2006 · edited on 2:42PM Thu, 25 May 2006 · @2693758

Quote - **Some screen shots when I did the UV thing.
**I'm first in line to say that I am absolutely (obviously) clueless about UV.
This did allow selection of an area to paint into, and prevented the disruption of other faces. When a selection was made, symmetry (turned on) did not take effect. Without selection, symmetry was ok.

**First image (notes are self-explanatory)
**Nothing I did with manupilator, larger texture image... nothing would make the part hanging out of the unfolded UV window get inside the window. It's weird... this part would take displacement, but no color.

 

**Second image (also with notes)
**Left is screen capture from Hex window.
Right is screen capture of model brought into Carrara as obj file.
Imported as Car file was no better. Me and uv's again... sorry

 

 

Hi Nate: This might help

(S) Select Face in Perspective View  after selecting UvMap 

Then  Move UVmap to fit Face

Repeat to fit Uvmap after smoothing!

 

Quote - That looks reversed. Did you try flipping it? Did you try amapi format?

Agree


  sgiff    ( ) ( posted at 11:49PM Tue, 13 June 2006  · @2708639

Hello, I tried doing this tutorial on uvmapping the head and it seemed to work fine however I could not smooth it to level 5 for the displacement part, my graphics card just laughed at me, or my computer not sure which one but anyway.  Everything seemed to be fine however my problem is that I can not paint color on this object even though I can paint using displacement.  If I apply a standard uvmapping like cubic it applies a checkerboard material and allows me to paint but when you are creating a custom UV like in this tutorial how do you get a map applied to be able to paint?

 

stephen


  ShawnDriscoll    ( ) ( posted at 12:04AM Wed, 14 June 2006  · @2708648

Go to your Materials window and assign a texture map size to the object first before painting.  1024x1024, 2048x2048, etc.  This texture map will be saved with your HXN file and exported along with your OBJ format.  PNG is used sometimes for the texture map.  I think TIF is used for the displacement map which you export seperately.

www.youtube.com/user/ShawnDriscollCG


  ominousplay    ( ) ( posted at 2:47PM Tue, 20 June 2006  · @2714801

I'm having all sorts of trouble with this part of hex. I can split a simple sphere according to pins and seams, but if I extrude out arms or anything extra, I can't choose that as a seam... do you need to save the model out and then bring it back in again? Is there a step by step tutorial on this?

Never Give Up!

  Teyon    ( ) ( posted at 5:59PM Tue, 20 June 2006  · @2714969

Not sure I follow you. IF you extrude arms out of a sphere after mapping, 9/10 you end up having to start your map all over again from scratch...unnless you're doing the "extrusion" via displacement painting with the inflate brush.  Can we get a bit more info or pics to help ya along?

Oh and big thanks to everyone who helped answer questions when I couldn't be around. Much appreciated.


  UVDan    ( ) ( posted at 2:08AM Sun, 25 June 2006  · @2718738

Thanks a whole bunch for this tut.  I get a 404 when trying to download the alien head model.

Free men do not ask permission to bear arms!!


  Teyon    ( ) ( posted at 7:59AM Sun, 25 June 2006  · @2718868

Oh, yeah, I no longer have that site. I'll upload it to my new one. I completely forgot. lol. Thanks for reminding me.


  Teyon    ( ) ( posted at 8:14AM Sun, 25 June 2006  · @2718871

All fixed now.


  UVDan    ( ) ( posted at 11:44AM Sun, 25 June 2006  · @2718951

Thanks Teyon.  Dodge and Burn Studios is a great name.  Do you have a darkroom background?

Free men do not ask permission to bear arms!!


  Teyon    ( ) ( posted at 3:01PM Sun, 25 June 2006  · @2719102

Thanks, nope. The site gets its name from the very first comicbook characters I ever made. Burn's a hitman with a healing factor and Dodge is a cop with an uncanny ability to avoid bullets. The two work together in a post-apocalyptic-magical quest to save what's left of the world from two madmen, Nicholas Dark and Martel (a wraith wizard and the knight he cursed with immortality respectively).  I suck at photography, lol.


  UVDan    ( ) ( posted at 11:10PM Tue, 27 June 2006  · @2720903


Ok I am stuck before I even get started.  I need to know how to make my perspective view look like Teyons.  When I hit the smoothed solid button nothing happens.

Free men do not ask permission to bear arms!!


  UVDan    ( ) ( posted at 11:15PM Tue, 27 June 2006  · @2720907


Second question.  How come my wireframe looks so much different?  Teyons goes straight down the back and mine goes curvy.

Free men do not ask permission to bear arms!!


  UVDan    ( ) ( posted at 11:51PM Tue, 27 June 2006  · @2720921


Ok I went ahead with the tut and now I cannot scale it to fit the grid.  I select the faces and try to scale with the manipulator, but it snaps back.

Free men do not ask permission to bear arms!!


 To create a post you must first sign in or register an account.

Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.