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1 Tutorials LightWave 3D Quick Clean UVs em Qua Jan 26, 2011 4:18 am

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by Carl Merritt

There are many options for pulling UVs from your geometry.
The problem is usually the UV need lots of tweaking
to put it back in a shape approximating the original
geometry.

To solve this issue you can try this
technique.

For this tutorial I am re-using the
Samantha Model used in the tutorial "UV Texturing with
a Focus on Game Models for Serious Sam" by Max Glick.
What I will show you is a great addition to what he
describes.

Be sure you have the Final
Model and the checkerboard pattern provided.

The first thing to do is delete the
UV texture maps in the model. The easiest way I've
found to do this is to open the Vertex Maps Panel,
select the map to delete, then right click the name
and delete them.



Now that there are no vertex maps,
I'll briefly show you how to get a good quick vmap.

Press F4 and put the geometry on the
ground plane.
Set one of your display panels to UV Texture.
Click Ctrl-U to unweld all the polygons.

Now what we want to do is force Lightwave's UV generator
to take a perfectly square object into account when
it makes the UV's. This is what will give us our properly
sized UV's!

First, copy the geometry into it's
own layer. This is because the BoundingBox plugin that
comes with Lightwave destroys the provided geometry
when it creates a bounding box.

So with the copy in it's own layer,
run BoundingBox and click "OK".

What you end up with is this:



Now, looking at this cube, the greatest
measurement is +Y.
Select those points and press "i" on your keyboard
for information. You can see the points are located
at 1.3058 meters.



Write this number down.

Close the info palette and select
all the points in +X. Open the "Set Value" panel and
enter this equation. "1.3058/2" and click "OK". Lightwave
will calculate your equation and move the points 1/2
the distance away! Cool hunh!



Now select the points in -X space
and open the "Set Value" panel. The equation solution
is already entered, just make it a "-" number.

Repeat the same for +Z and -Z space,
and don't forget to set the Axis to "Z"!



When you are finished Shift-click
Layer1 and your layer with the cube and you will see
you will have a perfect cube surrounding your object!



Next, Open the Polygon Statistics
panel. 3rd from the bottom is the surface list. Click
that list and select "LegSide". Then click the little "+" button.
All the side polygons will be selected.



Just for a quick demo, now create
a new texture. Click the "T" in the lower left corner.
On the drop down next to the "W" select "(new)". Make
the name "Texture", type is "Planar" and Axis is "X".
You will see the standard stretched UV.


Ok. Click "u" on the keyboard
to undo. Now hold down "Shift" key and select the cube.
So now you have the cube and side polygons selected.



Create a new texture again, with all
the same settings and see what you get.

You get a perfectly copied side polygons
in the UV! Like a photo taken right down the
X-Axis!



Okay. Press the "/" key to deselect
everything, then lasso the leg UV's in the texture
window and move them to the side. Deselect again.



Now use the Polygon Statistics panel
again to select the "LegFront" surface. Remember to
select the cube using the "Shift". Go to the drop down
next to the "T" again, select "(new)", and in the panel
use the "Texture Name" drop down to select "Texture" again.
Leave the type to "Planar" but change the axis to "Z".
Click "OK"! Voila! A perfect photo of the Z-axis polygons
picked! They are the exact same height. In fact, they
are the same proportions as what you look at in your
viewports when you created them in the first place!



You can continue to add selections
to this UV texture, or create other texture.

As you can see in the checkerbox
image, there's no stretch with almost no work!



When you are all done, just delete the cube from your
object and you're all set to paint perfect textures.

The only really long part to this
- besides setting up the selections in the first place
- is making the box. So I automated that process with
the attached LScript I call GreatBox. It makes a great
big box based upon the bounding box.

A couple things to note, you can
do this with smaller selections than the whole object.
Also, you can use the morph technique to spin an object
and UV hard-to-get areas that might otherwise be impossible.
Just rotate you object inside the GreatBox so the area
you want is facing down a given axis and Planar UV
away.

Hard to reach areas:


Good luck!
-Carl
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