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1Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping Empty Tutorials LightWave 3D Texturing for Dummies Part 2 Standard Projection Techniques vs the Painstaking Art of UV Mapping Qua Jan 26, 2011 2:04 am

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by Leigh van der Byl
Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping Pixel_black


Ummm....Just What on earth is UV Mapping??

If you are going to be a successful
texturing artist, sooner or later you are going
to have to figure out how best to project your
images onto your models. Often, you can just
use any of the normal projection methods, tweak
them slightly, and have a lovely textured model.
However, sometimes, these projections just don't
work the way you want them to. Especially when
you have to texture models with extremely irregular
shapes.

You can try as you might, but your
textures just won't go on properly!

And yet, everywhere you look
in films and on other peoples work, they don't
seem to be having any problem getting their texture
to work...

Then, you see a picture somewhere
of a strange, flattened template of polys that
an artists has used to texture their model with.
You see the term "UVs" being used....
You think to yourself "I want my textures
to work like that too!"....but how do they
do that??!
Let's investigate...

"UVs" is a way of saying u,v texture
coordinates (as opposed to the X, Y, and Z axis
that you construct your meshes on), which are
points which define 1-by-1 positions within an
image. These obviously connect to points in your
3D model, to position an image texture onto it's
surface. Kind of like virtual "thumb tacks",
what they do is pin an exact spot on an image,
that you wish to use to texture your model, to
a specific point on an object's surface. Between
these points, your software will stretch the
image smoothly. This is what is referred to as
UV mapping.

However, as I said before, you
don't always need to actually use the UVs to
texture. So before we dive headfirst into the
world of unwrapping and editing UVs, let's first
explore what the standard projection techniques
are all about, so that we are completely clear
with the ins and outs of using them....

Before we go on, let me just make
a note that the focus of this tutorial is on
the placement of image maps that are used
for texturing, and not procedurals. This is because
due to the fact that procedurals are mathematically
calculated, they do not need projection settings.
There are a few exceptions to this (such as Wood,
and Cyclone), but generally they will place themselves
onto your objects, and you do not need to fuss
about UVs or projection techniques, unless you
plan to bake your procedurals to a UV map, which
I will discuss a bit later on. Now, back to the
subject at hand...

Well, once you have made your
model, and are ready to texture it, the simplest
way to apply your texture map is by using
a standard planar, cylindrical, spherical or
cubic projection.

Here is a brief explanation of each of these,
and how they are best used:

Planar Projection

Planar is a method whereby an
image is projected straight through the object
along either the x, y, or z axis. This method
is especially useful for items such as sheets
of paper, posters, book covers, etc - in other
words, flat objects.

The image below shows your options
for planar projections.

The Texture Axisdefines
the axis along which the image will be projected.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_planarOptions
Planar projection options in the Surface Editor

The problem with planar projections
is that if the texture is projected along an
uneven surface, or if the image reaches a side
that curves away from the projection's plane,
it results in unsightly lines such as inthe
image below.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_planar
Planar Projection in use - take note of the
icky lines!


When this happens, you then have
to create lots of alpha-channel enabled images
to cover up seams between adjacent planar projections
and invariably ends up becoming a huge amount
of annoying work. So never project a single image
through an entire object if it has depth, like
the box in the image, or if it has a very non-planar
or irregular surface. Rather, as in the case
of this box, create separate projections for
the x and y axis as well, making sure that their
edges will blend together properly. Alternatively,
ensure the image to be used is tileable (seamless),
and use a cubic projection (which I will discuss
in a moment).

LightWave® has an automatic
sizing option that will stretch the image to
fit the surface properly. Obviously, if your
image is not the same shape as the surface onto
which you are projecting it, this fit option
will stretch it until it does. This usually doesn't
look too fantastic, so ensure that you measure
the size of your object before making your image
map.

Cylindrical Projection

Cylindrical projection is pretty
self-explanatory. Basically what happens is your
image is wrapped in a cylindrical fashion around
your model along one of it's axis. This is really
useful for one kind of object only - cylindrical
objects. Please don't try and use this for anything
else, as it can cause a lot of stretching.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_cylinderOptions.
Cylindrical Projection options in the Surface
Editor

Above you can see the options for cylindrically
projecting images onto your models.

The Width Wrap amount determines
the number of times that the image will be tiled
around the width of the object.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_cylinder
Cylindrically mapped cylinder.

When making an image that will
be used for cylindrical projection, ensure that
it's sides will meet correctly - in other words,
where the two sides of the image wrap around
and come together, make sure that there is no
visible seam, as in the example above.

Tip A useful way of
ensuring that the sides of an image will meet
and merge properly is by using the Offset filter
in Adobe Photoshop® (listed under Filters/Other/Offset),
and offsetting the image by however many pixels
you choose, and using the Wrap Around option.
You can then use the Rubber Stamp (Clone) tool
to blend the seams together. A cunning little
trick!

Spherical Projection

Spherical projection is when the
image is stretched from one pole to the other
along the axis you choose, and then wrapped around
the sides from the back meridian. Make sense?
Basically what I mean, is that, say for instance,
you do a spherical projection along the Y axis,
then the image goes straight from the top point
down to the bottom point, and wraps itself around
so that the two sides of the image meet along
a straight line down the side of the sphere -
this line is known as a meridian.

Below you can see the spherical projection
options.

The Width Wrap Amount sets
the number of times that the image is tiled along
the width (X-and-Z-axis) of the sphere.

The Height Wrap Amount sets
the number of times that the image tiles along
the Y-axis of the sphere.

You can also set the main axis along
which the image should be projected.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_sphericalOptions
Spherical Mapping options in the Surface Editor


Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_spherical

Above is a sphere with the image wrapped only
once around the
width and the height, while the sphere
below has the image
wrapped 3 times around the width and the height.
Images used for spherical maps must always be
seamless.


Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_spherical2

Once again, only ever use spherical
projection for spheres, or objects that are mostly
spherical in shape (like human heads). Use it
on any other kind of shape, and, well, it's not
going to look very nice.

Also, be sure to use the Offset
filter (described above) to check that your two
end will meet properly along the meridian. Another
useful way of checking whether a spherical map
will work nicely is to use the Adobe Photoshop® Polar
Coordinates filter (listed under Filters/Distort/Polar
Coordinates) and use the Rectangular to Polar
option. (However - ONLY USE THIS FILTER TO CHECK YOUR
IMAGE. No NOT save your image that you
want to use with this filter applied - it is
not going to work!). This can give you an idea
or whether there will be any seams when the image
is wrapped around the sphere. This method is
of course extremely popular for newbies to map
their images onto the planets they make for those
sci-fi scenes that just about everyone makes
when they are starting out in 3D. Come on, admit
it, you have all made sci-fi scenes, haven't
you? Use the methods I've described here to ensure
that your planet doesn't have any unsightly seams
tearing across it's surface.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_spherical3
Go on, make that planet you've always dreamed
of!


Cubic Projection

Cubic projection just repeats
a single image on each side of a box model it
is applied to. Cubic mapping is basically a planar
projection from 6 sides. Once again, ensure that
the edges of the image will not form seams. Cubic
projection is really only limited to perfectly
square models, because if you try and use it
on a rectangular shaped box, it will stretch
the image on the long sides, and squash it on
the shorter sides. Which looks pretty awful.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_cubicOptions
Cubic Projection options in the Surface Editor.
Note that there
is no necessity to choose a projection axis.


Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_cubic

Above, cubic projection in action, on an even
sided cube.
Below, the nasty stretching that occurs when
using cubic
projection on rectangular objects.


Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_cubic2

Front Projection

The final projection option we
have in LightWave® is the Front projection.
What this projection basically does, is it screens
the image over the entire object in such a way
as it (the image) always faces the camera. The
geometry of the object is not really taken into
account - in other words, it's as if the image
is placed like a screen over the camera. How
could this be useful? Well, you can use it in
a similar fashion to the Background Image option
in compositing, although this method allows you
to place the image onto planes so that the objects
cast shadows onto the image.
However, as this is an entire
process in its itself, I will not be going into
any more detail about it. You will find a whole
section about it in Section 31.25 of the LightWave® manual.
Okay, so we now understand all
the standard projection techniques, right? Let's
move on...

So, back to the original question
- why use UV mapping instead of these options?
Well, as you have seen, these projection methods
are very limited. It's pretty obvious that they
are not going to suffice for extremely complex
models. But here is something bizarre - these
projection techniques are actually, technically
speaking, more accurate than UV mapping.

This is because texture images
will be more accurately mapped using standard
projections, which have exact, continuous values
over the entire surface, whereas a UV map has
accurate samples of the projection only at specific
points (where the polygons join, basically),
between which it then uses a linear interpolation
on the surface between those points.

For non-English speaking people,
interpolation is, basically speaking, an estimation
of values which go together to form a continuous
series - this being a series of colour/tonal
values being applied to your model, and the interpolation
being the application of the parts of the image,
which are not "tacked" down at those specific
points, to the areas between them. The cool thing
about this, however, is that once you have applied
to UV coordinates to the model, pulling these
points on your UV map around will pull the image
with it.
Pretty useful, hey?

Basic UV Unwrapping

Once your model is complete (and
I cannot stress enough how important it is to
only ever start texturing your model once it
is completely finished. Never begin texturing
until your modelling is 100% finished. This just
makes the entire process run much smoother),
you are ready to decide whether your model requires
UV mapping or not. And seeing as this chapter
is about UV mapping, I'm going to assume your
model does need it.

Before tackling the actual unwrapping
process, something you need to consider is the
poly count of your model. Some people prefer
to unwrap the model once it is frozen, while
others prefer to do it before freezing.

Bearing in mind what I explained
before about UVs pinning images to the points
in the maps, it would make sense that the denser
the mesh, the better the quality of the unwrap.
While this is true, the problem with unwrapping
models with exremely high polygon counts results
in an absolute nightmare when it comes to editing
the UVs (and you ALWAYS have to edit them, whether
you like it or not).

So I guess it's really up to you
to decide how dense you want your mesh to be
before unwrapping, depending not only on your
computers ability to work easily with millions
of points, but also your irritation threshold.

Now, to the unwrapping process!

Firstly, you need to decide what
method of unwrapping you are going to use (unwrapping
being the term most commonly used for the actual
process whereby the X, Y and Z information is
translated into the flat UV template). Yes, I
know it can be so tiresome that everything has
to have so many options, but it would all be
pretty boring and not much fun at all if we didn't
have all these different methods, now would it?

Tip: When working with UVs,
remember that the U-axis is the same as a 2D
x-axis (it's the one that goes from left to
right), while the V-axis is the same as a 2D
Y-axis (the one that runs from top to bottom).


Unwrapping UVs is done in Modeler.
Start off by changing one of your viewports to
display the UV template.

To unwrap an object, go to the Map tab,
and under the Texture heading,
you will see the New UV Map button.
Pressing this button will assign a new UV map
to all the polygons you've currently selected,
or to all polygons in the current layer if there
are none selected.

Note: Pressing the Make
UVs
button will add the new UVs you are
assigning to any previously-made UV map that
you have active in your UV viewport.


You will now be presented with the following
dialogue box:

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_UVdialogue

Enter a name for your UV map (this
can be changed later by selecting the Rename
Map
option while the map is active).
Choose your map type from the drop-down list,
and if you wish to enter in your own initial
settings for the placement and size of the map,
simply uncheck the Initial Value option,
and enter in your own values in the appropriate
slots.Usually you can just leave these on default.

Press OK. If you
have set one of your viewports to display your
UVs, the new map will now appear there.

But wait a minute - what are the
different map options??!!


Before we proceed, let me introduce
the new star for the show - George. You might
recognise him from the Newtek September 2002
LightWave® Texturing Competition. I'm not
sure if the guys at Newtek ever christened him,
but for todays purposes, we shall call him George.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_george
George was absolutely thrilled to be starring
in this tutorial!

And here are the unwrap options:

Planar Unwrap

Once again, we have a planar option.
Yes, it's basically the same as before. The resulting
UV coordinates are basically a flattened out
straight-on projection through the surface along
the desired axis. One thing to note, however,
is that UV templates are always perfectly square
(remember what I said about 1-by-1 image proportions?),
so what often happens is that your resulting
UV map can look somewhat squashed.

Don't worry about that, you can
change it by polling your UV points with the
UV map itself without actually altering the actual
geometry of the object. But more about editing
UV's later on. I personally use the Planar unwrapping
more than any other method, as it generally produces
the simplest maps with which to work.

Here is what a planar unwrap of George (on the
Z-axis) looks like:

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_george_planar

As you can see, planar unwrapping
the entire head on the z-axis results
in a lot of overlapping polygons - the entire
back of the head is now tucked away behind the
front, and will require a lot of editing to pull
the polys out to the sides. The ears are also
a complete mess. This is obviously not the most
ideal method for this head.
When planar unwrapping something such as this
head, it's best to unwrap it in sections. For
instance, it would be best to unwrap the front,
sides and back seperately. Yes, this will create
seams that you will have to hide, but that's
something to worry about a bit later on.

Cylindrical Unwrap

Yes, it's the cylindrical option
again. And yes it's also basically the same as
before. This method splits your object along
a line (depending on which axis you are unwapping
it), and unwraps your object in a cylindrical
fashion. Cylindrical unwrapping is very useful
for human heads - unwrap a head along the Y-axis,
and you are likely to end up with a fairly decent
start for a template from which to work.

Let's unwrap Georges head cylindrically,
and see what happens...


Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_george_cylindrical

Aaaah, much better! As you can
see, this is a cool starting point. Of course,
some editing will be required here - especially
with the ears, but it's pretty easy to see that
this is a good method for a head.
Note the way in which the unwrapping
process created a new meridian along the back
of the head, where it split it to spread it out.
When painting onto this template, you will need
to be aware that these two ends are going to
be joining, and must ensure that they will come
together with no visible seams. I will chat a
bit more about seams a little later on
Spherical Unwrap

Ok, you guessed it. It's also
the same as before. You are probably wondering
why you should bother using UV unwrapping if
what they do is basically the same as the standard
projection types, but as I said, the power behind
Uvs is in the way that they "stick" to the points
of your model and can be edited without affecting
your models geometry.

As you can see in the image below,
unwrapping Georges head spherically (also on
the Y-axis), produces a very similar result to
the cylindrical unwrap. The difference between
the two is that this has slightly more squashing
and stretching along the V-axis. There is also
a stronger push and pull along the vertices nearer
the poles of the spherical map.

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_george_spherical

Obviously, in a case like this,
spherical mapping would also do quite well as
an unwrap for the model. As I mentioned before,
the ears in both cases will need a significant
amount of editing to eradicate overlapping polygons,
and to place them in such a way as to facilitate
easy and precise painting.

Atlas Unwrap

If you've ever selected this type
of unwrap, you'll know it's the really messy
one!. Basically, Atlas unwrapping produces a
UV template that translates the surface information
into a UV map that represents the models polygons
in a projection whereby once it is painted onto,
will produce an image that will remain constantly
perpendicular to the face normals of the surface
polygons.

Simply speaking, it is like taking
a ball of paper that you have bunched up into
an extremely irregular ball, and flattening it
out again. The problem with Atlas unwrapping
is that the resulting map is often a terrifying
and confusing mess of disjointed polygons all
over the show.

What happens to poor George when
we subject him to this one?

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_george_atlas

AAAAAAAARRRGGGHHH!!!

This is certainly NOT an ideal
method for unwrapping George. I'm sure he would
be rather alarmed if he were to see what had
happened to his polys in this case....

So, as we can see, this method
is not really suited to a shape like this, as
the editing that will be required to put this
one together would be a nightmare.

However, atlas unwrapping is very
useful for things like simple buildings, and
other non-organic objects. But be warned that
a fair amount of tweaking is still usually required.

Well, we've now discussed all the
different unwrapping options! What now?

So what do you do now that you
have the unwrapped UV map?


Firstly, if any editing of the
UV map is required, then do so. I can assure
you that 99.9% of the time, the UVs will HAVE
to be edited, so here are some tips...

LightWave® has a bunch of tools that you
can use to edit the map, and as I said before,
remember that moving the points around
on this map is not going to affect your geometry
in any way
, provided you are working
in your UV viewport. So feel free to push and
pull those points to your hearts content! Just
don't weld or merge points together in the UV
viewport, as this will affect the geometry.

Mostly, when editing UVs, it's
best to unweld the points before you start moving
them around. Moving points while they are welded
often drags all the edges around, and causes
stretching. So unweld your points by hitting ctrl+u,
and then editing. Just don't forget to reweld
them together afterwards, by pressing ctrl+m.

Most UV unwraps will need some
editing as fragmentation often occurs, resulting
in polys that actually lie adjacent to each other
being displayed on opposite ends of the template.
If you've unwelded your points as I explained
above, you should have no problems arranging
your polys around in the UV viewport so that
the bits lie adjacent to one another correctly.

Edit your map until you are satisfied
that you can work well with it, and then you
are ready to paint and apply an image to it.

Export this template to Adobe
Photoshop® (or whatever painting program you
use) for painting.

There are two ways to do this
- some Unwrap plugins will create an image for
you, which you can then open up in Photoshop®,
or you can just get a screengrab (using the PrintScrn
button next to your Scroll Lock key), go to Photoshop®,
go to New Image (the image size will already
be there, defaulted to the resolution your OS
is running in), and Paste.

Then just trim the square UV template
- make sure you do this!! Lots of people have
come to me asking why their UV maps aren't working,
and it often ends up that they didn't trim the
image down to the square size.

Another way of getting your UV
template into your painting program is by using
the Export option in Modeler - Go File>Export>Export
Encapsulated PostScript
, and just select
the image file type, size and name, and Modeler
will export the image for you.

Having done this, you are now
ready to begin painting your own image maps to
use with your UVs!
Let's see what we can do with George...
Let's do a quick test using George,
with the cylindrical unwrap. For the sake of
this example, I'm going to leave the ears alone.

Here is the slightly edited UV map,
trimmed down to the correct square block:

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_george_cylindrical_edited
Ready for texturing!

And now for a *very* quick test image
map:

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_georgeMap

Once you have painted your maps,
simply load them into LightWave®s Image Editor.
Then go to the Surface Editor, and choose the
correct surface channel for your image (Colour,
Diffuse, etc), load the image into a layer, and
choose UV the Projection drop-down list.
The just select your UV map from the new list
that appears, and your UV image map is loaded
and ready!

However, you can't always expect
everything to work perfectly as planned... What
happens if the image has stretching or any other
minor problem that you did not realise it had
before? Often, small problems with the UV map
can only really be spotted once there is an image
applied to it...

Look what happens to the LightWave® logo
when this map is applied to George!

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_georgeMapped_01

Oh dear, look at that stretching!

Luckily, there is an excellent
method to do tweaking once the map has been painted.
If you do indeed find that once you've already
edited the map, and then painted all your images
to go onto it, that there are still small tweaks
to make to the actual UV map, there is a way
to fix them.

Of course, in a case like this,
going and repainting all the images would be
a major headache and annoyance.

So, rather than explode in a fit
of fury, just do what I do:

Change your display settings to
show only 2 viewports - Perspective and UV. Make
sure that the Perspective viewport is set to
display OpenGL textures, and place the image
map into the background of the UV viewport. You
can place an image into the background by hitting "d" to
bring up your display options panel, and then
clicking on the Backdrop tab, selecting
the viewport into which you wish to place the
image, and selecting the image from the drop-down
list. See the example below:

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_viewportBG
Placing the image map into the background
of the UV viewport


Now, just tweak the points in your
UV map, and watch the effect it has on the texture!

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_georgeMapped_02

Just adjusting the points in this
area slightly, allow us to properly fix the stretching
and squashing without having to re-paint all
the maps. What a lifesaver!

And that pretty much sums up editing
UVs!

Baking Procedurals

Another thing that UVs can be
used for, is baking procedurals. If you have
set up a great looking texture with procedurals,
but wish to add detail to them in a painting
program, then baking them is the thing to do.

However, when baking procedurals,
you have to have created UV maps for your object.
LightWave® then bakes them to any UV map
is assigned to the object whose surface is being
baked.

To bake a procedural to an image,
simply add the Surface Baker shader
to the shaders list in the Surface Editor. Double-clicking
on the shader will bring up the following panel:

Tutorials LightWave 3D Texturing for Dummies Part 2  Standard Projection Techniques vs the Painstaking Art of UV Mapping T4dpart2_surfaceBaker
LightWave®s Surface Baker panel

Simply select the desired UV map
to bake to, and choose a resolution for the image
- remember, the bigger, the better! Then choose
the format you want the image saved as. The rest
of these options are covered in the manual, so
I will not explain them here.

Once you start the rendering process,
the procedurals will be baked to the selected
UV map, which you can then edit in your painting
application.

A Final Note About the Dreaded
Seam Debacle


The question that I find myself
being asked most often by people needing help
with texturing is - "How do I avoid seams
in my textures?".

I'm afraid that there is, unfortunately,
no easy solution.

Seams become a nightmare when
texturing anything that requires multiple unwraps
(which are probably most models).

Take, for example, the Anubis
character that I made a while back (it can be
seen on my gallery here).

Just the upper part of this character
has 11 different planar UV maps applied to it.
And because I make these all in separate files,
what happened was that I ended up with visible
seams where the polygons which were using the
different UV maps join. These seams are obviously
unsightly, and need to be eliminated.

One way of covering them up is
to make seam images which blend the different
UV mapped surfaces into each other.

There is another, easier method
of avoiding this: When doing multiple unwraps
for a single surface (as is the norm), choose
a base colour that will be used as the base for
all the different UV map images. Then, when painting
onto the individual maps, just ensure that the
detail you add lies a couple of pixels within
the seam, that way, where all the UV maps meet,
there is only that base colour between them so
the seams will not be visible. The same goes
for bump, spec, etc maps - make sure that no
detail "breaks" the borders of the polygons within
the UV map, that would then become noticeable
when they do not continue on the polygons using
different UV maps surrounding them.
It's a bit of a cheat, but hey - it saves time!

Apart from that, it's just a matter
of painting carefully, and being aware of where
the seams are from image to image. Yeah, it's
a lot of work, but who said that texturing was
an easy and quick process?

And that's pretty much it!

That's all for this round. I hope
you have a good grasp now of what is involved
in using the correct projections and unwrapping
techniques for your models, and will start using
them! As usual, if you have any problems or further
queries, let me know.

By Leigh van der Byl
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
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