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Old 09-08-2007, 11:55 AM   #1 (permalink)
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Unwrapping on 1024x512, or two 512x512 texture sheets

Hello,

In this tutorial i will explain how you can map one object on a 512 * 1024 texture sheet, and how you can map one object on two 512 * 512 texture sheets. Let’s start with the simple one, map an object on a 512 * 1024 map. I made a simple mesh for the occasion, not something you would map on a 512 * 1024 map, but that’s not our concern in this tutorial.



Now, basically you make your uvw map, but you only use the lower or upper half of your uvw space. Make sure you have at least one cluster very close to the edge, because that will show us where the virtual edge of the texturesheet is. Look under the scale tool for “vertical Scale”. Select all your clusters, and scale until your clusters fill the entire uvw space.





Now, render your uvw map. Make sure you set height to 512, and width to 1024. That’s all there is to it. If you now use a 512*1024 texture sheet in your diffuse slot it will be mapped correctly.




For the second one, please check Ghostscapes reply. ALOT easier

That’s all there is to it.
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Last edited by doylle; 09-08-2007 at 02:36 PM.
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Old 09-08-2007, 02:20 PM   #2 (permalink)
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For unwrapping onto two 512x512s, I find it easier to unwrap the entire thing to two square, the 0-1 and the 1-2, for example, and then after I've unwrapped, break them up. That way you can more efficiently unwrap shapes rather than guessing by looking at the model.
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Old 09-08-2007, 02:37 PM   #3 (permalink)
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Oh, how simple life can be sometimes... Thanks for that, that is indeed alot easier...
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Old 09-08-2007, 04:24 PM   #4 (permalink)
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Yeah, that's how I do it too. Since the game doesn't really care which parts are on which texture, you can worry about splitting it up once everything's all arranged.
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Old 09-08-2007, 04:42 PM   #5 (permalink)
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When unwrapping to a 2:1 aspect ratio map, I prefer to use a 3rd party plugin or tool to scale the UV's perfectly 200%, TurboUnwrapUV is a pretty decent one - that way you know it's scaled correctly, the scale vertical tool method seems a little ad-hoc to me
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Old 19-08-2007, 09:19 AM   #6 (permalink)
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And once again, why not just use UVW Xform? Do the first part of this, but stop before the scaling, then add an uvw xform, set the U/V/W to what ever scale fits, for this set U to 2 i suppose, then apply to entire object. Go back to your UVW editor, advanced settings, and set your uvw size to 1024x512 (or 256x128 and so on).
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Old 20-08-2007, 10:00 AM   #7 (permalink)
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within the uv options there is a setting to change the size of the uv panel as well
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Old 26-08-2007, 02:06 PM   #8 (permalink)
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Simple but effective.
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Old 30-08-2007, 06:03 PM   #9 (permalink)
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Quote:
For unwrapping onto two 512x512s, I find it easier to unwrap the entire thing to two square, the 0-1 and the 1-2, for example, and then after I've unwrapped, break them up.
By "break them up" do you mean the mesh? i dont understand. Could someone be a bit clearer?
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Old 30-08-2007, 06:17 PM   #10 (permalink)
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I think he means by materials. As in you'd apply one material to one half and the other to the other half.
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