PDA

View Full Version : UV Map question - help needed



Room335
27-Apr-06, 18:51
Ver 2.41 intel optimized

I've UV mapped my base skin on the model, but as you see the skin comes out much darker than the actual texture map. I'm using a overhead spot light set a 3 and a fill llamp at 1.5 up front..

Why does it render darker than the texture map (right side in UV map screen)?

I've tried with and with out setting the material to UV, gamma on/off. I've played with all of the material settings ref , spec etc. blinn nayer

Tha only way to match the color is to turn on shadeless but then there's no face...

All suggestions are welcomed
.
http://s04.picshome.com/187/lead_4-11-06_004.jpg (http://www.picshome.com/)

FastEddy
28-Apr-06, 07:27
try tuning your light setup (energy amount or so).

Jothmom
28-Apr-06, 07:54
In your material settings, set up reflectivity to 1 then your skin should be brighter...

And tune ur light setup

Yoshi_Rider
02-May-06, 14:23
I think the skin looks fine now, and my advice is to leave it!

spiffyandy
02-May-06, 15:36
How do you put the UV mapped texture on all of the face? I wanted to make a ball with a bg A on it but A ( the tut I have says to "load the image onto the pic" and I don't have that.) I have version 2.41 ... B ( I need to select faces... But wouldn't that make copies of my texture? Anyone recomend a good UV mapping tut for 2.41 or so? Sorry for posting here

Room335
03-May-06, 00:18
Sorry I haven't responded, I didn't realize that I never changed my email address to the new one.


FastEddy try tuning your light setup (energy amount or so)."

My key Light is a spot light on energy level 3, and a fill light at 1.5


Jothmom In your material settings, set up reflectivity to 1 then your skin should be brighter...

And tune ur light setup
I did the reflectivity that helped a bit.


spiffyandy
There are a number of ways to go about it:

Try this:Here's an attempt at a mini tutorial.

Have two windows open. In one window is your mesh ball, the other window is set to the UV Image window. (You change the windows by clicking on the left most picture on the header)
http://blenderartists.org/forum/attachment.php?attachmentid=5048&stc=1&d=1146628388

Next select the UV Image option.
http://blenderartists.org/forum/attachment.php?attachmentid=5053&stc=1&d=1146629165

Select your ball object in the other window and go into UV mapping by pressing the "F" key. Make sure you have all of your faces selected. ("A" Key)

It'll look something like this http://blenderartists.org/forum/attachment.php?attachmentid=5052&stc=1&d=1146629053

Press F9 and there should be a tab marked UV Calculations, on it is a "Sphere" button. Press the sphere button and you should get a UV map that looks like this:
(Note: Somtimes a Question Mark will appear next to the mouse cursor when you push the Sphere button. If so then put the mouse curser/question mark in the mesh object window and left click.)

http://blenderartists.org/forum/attachment.php?attachmentid=5054&stc=1&d=1146629582


In the UV Editor window Select Image the Open

go to the directory with your texture, select it and hit Enter

Room335
03-May-06, 00:37
After you've selected the texture, it'll show up in the UV Editor window
http://blenderartists.org/forum/attachment.php?attachmentid=5059&stc=1&d=1146630061

Get out of UV mapping "F" key.

With your mouse in the object window, Press "ALT - Z".

Here's mine
http://blenderartists.org/forum/attachment.php?attachmentid=5060&stc=1&d=1146630272

One more step - If you render the scene the texture will not show up unless youv'e also done the following:

With your object selected, go to the Material Window F5, press the material button (Red Ball)
http://blenderartists.org/forum/attachment.php?attachmentid=5061&stc=1&d=1146630455

then press "Add New". Next press "TexFace"

http://blenderartists.org/forum/attachment.php?attachmentid=5062&stc=1&d=1146630673

Now when you render you should see the texture: Here's mine.
http://blenderartists.org/forum/attachment.php?attachmentid=5063&stc=1&d=1146630896


Note: The Poles will be off a bit so you'll have to go back into UV edit mode and play around with the vertices to striten them out.

You'll also want to experiment with LSCM unwrapping, though I havnen't found it very usefull to use for Organic Models. Do a search for Greybeard's LSCM video tutorial.

spiffyandy
19-May-06, 15:08
hey thanks a lot for the help. :D