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I need specific tutorials or workarounds for UVs because they are the bane of my life at the moment. So much time wasted.

I am new to Maya and Unreal engine. I am working on an idea of mine and was making great progress until it came to UVs it just doesn't make sense and seems so hit or miss for me.

Please recommend any tutorials or software to help me out, because at the stage where the whole game is going to get scrapped over these bs UV maps...
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>>588847

Maya, go to auto uv, and you're done.

Now export to substance painter and click things.
That's all.
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>>588849
This.

If you have substance painter or a similar software you just can do auto UV's and call it a day
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>>588849
How do I apply multiple UVs to one object?

I am working on a house, I can texture the outside walls, but say I now want to do floors etc I end up opening the same UV map and my brick work is there....>if you follow me?
>>
Anyone know the best way to multi UV map one object?

Example house
1 map for outside textures,
a few other maps for indoors.

Anyone know?
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>>588849
>>588852
You can still see seams in SP if you don't UV it properly, you dumbfags. Stop giving bad advices.
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>>588852
why does UVing manually still exist then in 2018 and why is it a selling point?
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>>588860
Because UVing manually gives you the most control over where your UV isles are going to be and how much you can make use of the space between them.

Things that give you more control over your production process are always going to be better, albeit more time consuming, than automatic processes. Maybe it's not fun to unwrap UV's but it is a necessary evil and a skill every professional should have to make the most out of their texture space.
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>>588862
with substance, 2d uv painting is obsolete
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>>588870
I ain't here to get into a Maya x Blender argument with you, faggot.
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>>588872
>reading comprehension
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>>588873
Yeah, you heard me.

Get back into the Modo general, Modopig. This here's a Marizone.
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>>588874
Modo has UV's as well. Are you lost, redditor?
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>>588853

Combine objects and merge uv sets.
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>>588875

He thinks his autist bool program can beat XSI.
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>>588876
That won't cause SP to paint on multiple parts of an object?
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>>588876
His problem is that he's run out of space on a UV map and now his UV's are overlapping.

You have to assign a new material to the parts you want a separate UV map to have.
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>>588853
Assign a new material to those parts and unwrap them.
>>588849
Have fun grossing out anyone that inspects any model you've ever made to the point where they'll probably consider you as less than a human being.
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>>588849
Is there anything like this auto uv thing for max?
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>>588917

Yeah but mostly plugins.
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>>588847
>I am new to Maya and Unreal engine.

>>588853
>How do I apply multiple UVs to one object?

You are essentially trying to build a house with no knowledge of the most key factors
you should stop and rething your goddamn choices and start from 0
want to learn 3D ?
congrats kid, thers no fast way , you have to do it like anything that takes time, creativity, and a above 85iq
know how to code ? great, do that and work on the models in your spare time

there is a reason it takes 5 years for indie devs to do shit
you either learn how to code or do 3d first
and after 5 years of not doing crap, you realise, well i have to put in the work
and now you have 5 years of actual development

welcome to the real world

google " how to uv hardsurface objects" and enjoy your time watching or reading tutorials
it doesnt take more than this, but you seem unwilling to put in the work and dont even know basic material setups and somehow you want to make a game
shit like this burns my gears into almond grinding
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>>588940
Jesus christ, the guy just asked how to have multiple UV maps for the same object, no need to jump on his throat over it.

This is why more people don't frequent this board and go to plebbit or other places instead. We have a terrible attitude problem towards beginners and can't stop arguing over what software will make our dicks the biggest.
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>>588941
no, you cant skip school then ask for a diploma
do the work
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>>588929
Do you know of any plugin in particular?
>>
assign different materials to the meshes you want, join it to one object.
viola, you have 1 object that can hold several uv maps
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>>588987
only 1 lightmap tho
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>>588847
>Make seams to cut object open/apart as if its a piece of paper you want to flatten
>Use auto unwrap for organic things
>Use auto quad unwrap for blocky things
>Use projection unwrap for buildings
There you go.
>>
>>588986

Internal Unwrap 3d

External Unfold3d

First one is cheaper, but the second one is expensive but is from where maya UV tools come from.
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>>588968
>no, you cant skip school then ask for a diploma
sure you can, illegals do it all the time.
>>
>>588849
>>588852
No you fucking can't asshole, trust me I tried. As soon as smartmasks are involved you're fucked.
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>>588941
Yeah and that's why I use this website, retard. If I wanted a catalog full of ADHD retards asking to be spoonfed and brainlets having their "beginner safespace" shit I'd go to Reddit. I suggest you do so, since that's obviously what you want in a website.
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>>589070
So you like circlejerking about stupid shit and being a total dick for no reason? Newsflash, asshat: helping someone verbally isn't the same as doing the work for them. Written instructions still have to be followed.

But I guess your little pea brain can't comprehend that since all you can think about is ADHD and how all beginners that post asking for help are brainlets. Yeah, this MAKES me want to dump this dumpster fire of a board and go to reddit instead.
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>>589078
you seem lost irl kid
the op was bait probably
but even if not, the question is " hey im in mid production and i dont know how to UV and im gonna scrap a project based on that"
what does that tell you
if you cant put 2+2 together then sorry , i dont even think you are posting yourself, probably someones typing 4u
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>>589082
All I see is a guy who asked a question. If he's a troll or not, that's none of my fucking business. I'm not here to play 4D mindgames with a person I'll probably never meet in my entire life.
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>>588853
what kind of house, you can waste a lot of time UVing a house when it makes more sense to use a tileable texture for 90% of it
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>>588968
his OP was literally asking for direction on where to go to learn this stuff you fucking autist
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>>589085
Still have to UV it tho. ...
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>>589111
automatic nigga
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>>589112
>automatic mapping game assets
Please don't
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>>589113
y no
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>all these people recommending shit unwrap practices
Do UV seams not bother you people? They always come up to bite you in the ass whether you use tiling textures or texture painting. On one hand you can paint over the seams, but even when painting any time you use any sort of generator or map you have to waste time masking all the seam areas, or all your hard work making your edges seem smooth will be ruined with seams.
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>>589115
texel density, lightmap resolution, seams, performance...
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>>589127
AAnon automatic UV's will not tank your Unity game unless you are playing it on a half core PC with a graphic card that doesn't support shader model 2
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>>589078
>helping someone verbally isn't the same as doing the work for them.

Yeah it is, it's the same as doing the research they'd have to do themselves, so you are doing part of their work for them. If you answer lazy idiots who ask extremely simple questions you signal that it's acceptable and soon enough you'll have the catalog full of threads asking retarded simple questions by people who think this place is their personal daycare. It's shit on any website, but it's even more shit here because when you make a new thread, another one dies, so when the brainlet Redditor makes his "how do u make donut in blender" thread, another (almost surely better) thread died for it. Do you understand now why "don't spoonfeed" is an unspoken rule here?

>this MAKES me want to dump this dumpster fire of a board and go to reddit instead.

Please do.

>>589120
I've found that auto unwrap methods sometimes work if you're working with relatively simple models (e.g. the blade of a realistic sword), but anything more complex is just a fucking mess.

>>589128
Seams apply in any case, especially if it's a first person game where the texture will end up 5cm in front of the camera.
>>
>>589130
>Seams apply in any case
Substance Painter
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>>589132
Any sort of generator, smart mask, etc will fuck up with seams.
>>
>>589128
way to cherrypick only one thing I mentioned..

performance, as in automatic UVs will most likely leave you with inefficient UV layouts, fucking up your texel density, causing you to maybe use a larger texture where it would not be necessary, maybe causing you to cover up seams with other assets..

It's just sloppy as shit. Unless you clean it up afterwards, in which case you might as well do the UVs properly.
Not to mention you will end up with the worst lightmaps ever.

>>589132
Are you handpainting all of your models?
And texturing an entire house in SP is a shit idea.
>>
>>589084
you dont fucking ask these questions when you are making a game in production, or anywhere near basic knowledge to make games
jesus fuckin christ if you work with a engine or code one, and you know know uvmaping strutures and basic layouts, there are some big issues
>>
Please don't waste your time and download Unfold 3D by RizomLab https://www.youtube.com/watch?v=nqHM8WRnSkM

Everything else is a joke
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>>589130
Yeah fuck off with this thread dying sob story though, don't make it sound like it's a big deal and we're missing some vital content or meaningful discussion. You know how slow this board actually is? It's slower than /jp/ and that means something brutal, mate. If a thread is on the bottom of this board with 5 to 10 replies, nobody is or was fucking interested in it in the first place, and there's no problem if it dies.

Don't make it sound like threads dying when new ones are created on the back of these corpse threads is a big deal. Please. Threads people are interested in will stay alive, useless threads will die, the world moves on.

>so when the brainlet Redditor makes his "how do u make donut in blender" thread, another (almost surely better) thread died for it.

Yeah, that's some hopeful feelings though? This place has *always* been about asking inane questions and bitching about software. Go out into the catalogue right now and take a look, you cannot go four threads down without running across someone asking questions or bitching about blender. It's just how shit is here.

You sound like you use this board less than I do.

>>589144
People are allowed to do whatever they want. If you don't like it, hide the fucking thread. Report the kid for being stupid or whatever.
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>>589639
>people are allowed to do whatever they want
>proceeds to tell people what to do
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>>589680
OR you can continue to do what you're doing. Be my guest.
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tell me an easy way to do uv mapping in blender or else
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>>589774
Automatic uv's and do your textures in Substance Painter
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>>589774
ill teach you
>>
The best UV tutorial I've ever seen was done by Xuan Prada in his Elephant FX course.

It's a dirt cheap course, but pretty good.
I'm not sure if it was in English, Spanish or French, though.

But if you know how to model or how to code you can learn a new language pretty fast aswell, so it's not a problem I assume
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>>589831
Does substance painter gives better results than designer when making a texture, is it easier to use/learn painter than it is designer ?
I need to start learning those but I'm not sure with one should I pick first .
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>>589133
Not with triplanar it won't
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>>589871
Designer is used to create materials and generators. Painter is used to actually apply them to your meshes, though you can sorta create them there as well.

To me, learning painter firsr really helped because using it actually taught me what all the different maps were doing.




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