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Mushroom(s)
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Mushroom(s) // Work in Progress
Post by kena // May 24, 2008, 2:45pm
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kena
Total Posts: 2321
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After going through Part One of Jack's tutorial, I made the Costa Rica pic using a bit of what I had learned.
Then I looked around to see if I could model something else.
My mom gave me a framed picture she did in needle point that has mushrooms in it, and I decided to see if I could model a mushroom.
I started from a sphere, and this is what I've got so far. I plan on adding some more and seeing if I can arrange them into something nice.
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Post by kena // May 24, 2008, 4:26pm
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kena
Total Posts: 2321
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This is easier than I thought... Although one of my mushrooms isn't a favorite. May have to replace it.
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Post by kena // May 24, 2008, 7:59pm
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kena
Total Posts: 2321
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OK I need to stop for today... These things are too much fun to make, and I could loose myself making a field of them. Don't know what I would do then. :D
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Post by W!ZARD // May 24, 2008, 8:06pm
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W!ZARD
Total Posts: 2603
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Woah! Cool 'shrooms dude!
One of the very earliest things I ever modelled was a cluster of mushies - and you are right, they are fun to make. Thee look good, nice variations of shape. Are you gonna texture them? |
Post by MadMouse // May 24, 2008, 11:23pm
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MadMouse
Total Posts: 1069
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Now all you need are the smurfs to live in them ;):D |
Post by Jack Edwards // May 24, 2008, 11:48pm
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Jack Edwards
Total Posts: 4062
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Great work Kena! Now they just need UV maps and textures. ;) |
Post by kena // May 25, 2008, 4:52am
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kena
Total Posts: 2321
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Yeah...
Texturing.... Not the easiest thing for me.
How do I get a UV Map and what program do I have to get to model a good texture? I feel that if I'm going to grow in my abilities I need to start working on that. |
Post by Ambrose // May 25, 2008, 5:02am
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Ambrose
Total Posts: 261
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Nice Kena
Really looks like mushrooms ;)
and plenty of them, keep it up...
for uv just use Ts or Uv cow
SeYa/Ambrose... |
Post by kena // May 25, 2008, 5:05am
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kena
Total Posts: 2321
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Does UV cow work in Workspace? I'm trying for a real-time shader. |
Post by Jack Edwards // May 25, 2008, 5:33am
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Jack Edwards
Total Posts: 4062
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U|V cow is model side only.
Roadkill is probably your best bet for organic mappings. (Or Blender if you can get around in it.)
Ultimate Unwrap 3D is great for mechanical type things, low poly, etc., and is a very good introduction into UV mapping. ($60)
If you're getting serious about going pro, then UV Layout is probably the best out there for the money right now. ($300)
You can do UV work in Workspace using the built-in UV Editor, but it's a bit glitchy and primitive. :( If you needs some pointers let me know and I'll post some help. |
Post by spacekdet // May 25, 2008, 5:46am
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spacekdet
Total Posts: 1360
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Graysho's venerable UV Mapping Tutorial (http://forums1.caligari.com/truespace/showpost.php?p=24960&postcount=1) is tailor-made for you. |
Post by jamesmc // May 25, 2008, 5:49am
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jamesmc
Total Posts: 2566
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If you are going to create mushrooms, you must have the ultimate in mushroom reference music.
White Rabbit by Jefferson Airplane
Well, only one line referring to mushrooms, but it's still the best mushroom listening music.
Get your groove on baby...and take a listen whilst you create...
Yeah baby! (Austin Powers emphasis added)
http://youtube.com/watch?v=Quhj6PEboCU&feature=related |
Post by TheWickedWitchOfTheWeb // May 25, 2008, 5:53am
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TheWickedWitchOfTheWeb
Total Posts: 858
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UV Cow is Model side (6.6) only, not Workspace.
I'm hoping that UV Cow or something similar is incorporated into the ws in the next release as the program is currently really lacking in UV ability. |
Post by kena // May 25, 2008, 7:46am
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kena
Total Posts: 2321
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Any help at all would be nice. I just tried to export the UV map, and got a blank white square.
Here is what I tried to export:
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Post by rrf // May 25, 2008, 7:53am
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rrf
Total Posts: 319
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If you can, check out Wings - it's free, and I've had good luck with UV'ing so far, but I'm just starting to learn that program. The 'free' part is what drew me in...:)
rf |
Post by Jack Edwards // May 25, 2008, 9:20am
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Jack Edwards
Total Posts: 4062
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Hi Kena, you need to make a UV map before you export it for painting. ;)
I agree with Spacekdet, Graysho's tutorial is tailor made for you. :D
A simple approach you could use is to select all the polygons on the top then apply a planar mapping to them. Open the UVE and scale them down and then move them off to the side. Then select the polygons on the underside and do a planar projection on them too. Scale them down in the UVE and move them off to the side as well. Then you could try a cylindrical mapping on the stalk part.
A cool trick to mapping bent cylindrical shapes it to apply a skeleton to them, save the pose, then bend them straight and apply the cylindrical mapping. With the UV mapping applied you can then restore the original pose.
Once all the parts are mapped scale them to the right size and fit them all within the 0.0-1.0 UV space. Save your object. Then export your UV mapping for painting. |
Post by kena // May 25, 2008, 12:22pm
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kena
Total Posts: 2321
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I tried Graysho's tutorial, but it just doesn't translate to Workspace. I cannot seem to find how to export a mesh, then import it.
I managed to export the cap, I even managed to paint a simple texture on it using Gimp.
HOW do I apply it now?
How do I use the tools in Workspace to import and export a UV map of the whole thing?
Obviously, I'm doing my best to get ready for TS8 when the Model side goes away.
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Post by Jack Edwards // May 25, 2008, 3:36pm
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Jack Edwards
Total Posts: 4062
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To see all the UVs of the object at once, you have to make sure to paint the whole object with the same material.
To apply your painted texture, drop a texture material on it and load your image as the color map. |
Post by kena // May 25, 2008, 6:44pm
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kena
Total Posts: 2321
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I'm sure that I didn't do it right... I seem to have another one of those blocks I get from time to time.. I just could not load as a background image in the editor up there at the top right and get it to map to the darn mushroom.
anyway... Texture from an amature.
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Post by W!ZARD // May 26, 2008, 1:56am
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W!ZARD
Total Posts: 2603
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If it's any consolation Kena I'm running into similar difficulties UV mapping a complex shape to use with DX9 shaders in Workspace.
I have a dragons body I want to map but in Workspace I seem to be unable to figure out how to apply mapping coordinates to selected areas. Grayshos tut works well when you can select an area of the mesh and map it separately to the rest but I've not yet figured out how to attach a material or UV in Workspace without cutting the mesh up.
Ah well, I've not yet given up - I'll find another way..... |
Post by Tiles // May 26, 2008, 2:19am
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Tiles
Total Posts: 1037
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I cannot seem to find how to export a mesh, then import it.
Switch to Modeler, and export the mesh as an OBJ via LUUV (hold down ALT and click at the LUUV icon). Same way back then to load the mesh. Start in Modeler, load your OBJ file, then switch to Workspace :)
Forget trueSpace UV tools here. You need an unwrapper. Roadkill itself is very easy to handle. Lots easier than Blender because you directly find yourself in the UV part. Give it a go i would say :) |
Post by Steinie // May 26, 2008, 3:17am
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Steinie
Total Posts: 3667
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Wizard..."I want to map but in Workspace I seem to be unable to figure out how to apply mapping coordinates to selected areas."
I don't think you can when it's broken. Wasn't this reported as a bug back in 7.0, and since UV mapping is sooooo unimportant hasn't been fixed yet....:mad:
Hence my expenditure for software I shouldn't have had to buy if it was done right the first time. (One of my sore points with Caligari)
Now I feel like Tiles!:D
To add salt to the wounds when, I hear Beta Testers recommend other software, well it tells me Caligari gave zero effort to UV Mapping AGAIN.... |
Post by W!ZARD // May 26, 2008, 4:22am
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W!ZARD
Total Posts: 2603
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Ummm... Well... I may have spoken too soon (like THAT ever happens:rolleyes:) I'm not sure yet but I think I've figured this out. With trueSpace comes a reference grid image, numbered zero to 7 and coloured diagonally.
I painted this on my dragons body using a DX9 texture, then applied a planar UV projection from the side. I have dual monitors so in my left monitor I have my dragon with PE mode active, in a 3d window. The other monitor has the tS UV editor open to full screen.
I've discovered how to select faces in either window - which shows in both windows, and, although it's time consuming it's actually working quite well. I can select parts of the mesh (say a leg) in 3d and Slice those poly's in the UV editor and move them around as I like. If anything it seems easier than the old 6.6 method as you don't have to paint different areas in different colours.
This screeny shows it working. I select the 'neck' poly's in the 3d window, sliced them from the UV mesh in the UV window and moved them to one side. I've now moved all the edges in the sliced section of mesh so my reference grid fits nicely on the contours of the models neck. Once I've set up UV coords for all the polys (which is getting easier as I get the hang of it) I'll export the UV map and use it as a reference to paint up a cool texture in The GIMP and bring it back into tS. Note how the 'neck' poly's I've selected in the UV Editor are also highlighted (highlit?) in the 3d window. You can also see how I've sliced the UV mesh for the legs and moved them aside.
So far (touches wood) it's all working exactly as advertised. For me the key was to use the reference grid image and to have both a 3d window and the UV editor open together.
I suspect the legs will be more challenging but because I can select pionts, edges or polys in EITHER window it should work out really well. If I can line up the slices in the mesh OK I'm going to have to start wondering why so many folk have slagged off the tS 7.5 UV because so far this evening it's been working like a charm - and this is my first ever attempt with it!
Of course I shouldn't get too cocky until I've completed the job :D but so far all is going well (at least until someone who knows what they're doing points out what I'm doing wrong!!:D).
HTH |
Post by Jack Edwards // May 26, 2008, 5:01am
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Jack Edwards
Total Posts: 4062
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Looking good Wiz! :)
Selecting points can be tricky. If you select a point while in Mesh Edit mode, all the UVs that correspond with that point will also be selected. The trick is to exit out of PE mode when you need to move individual UVs.
Also be careful when you go to drag move selections in the UVE, some times I've found that with 7.51 the projection tools corrupt the selection. It screws up the undo as well. So when that happens, just clear the selection and reselect in the UVE. |
Post by kena // May 26, 2008, 5:04am
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kena
Total Posts: 2321
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I used the Map guide as well. It allowed me to make my bump map for the mushroom.
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What I did was apply it and change the export property to faces... Then I replaced the correct areas with what I wanted in them.
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Post by kena // May 26, 2008, 5:11am
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kena
Total Posts: 2321
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Here is an overlay that shows how I mapped the various parts of the spherical UV.
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Now I just have to make a better map. |
Post by Jack Edwards // May 26, 2008, 5:20am
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Jack Edwards
Total Posts: 4062
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A planar mapping for the top will work out better. You'll have to manually pull out the underside though since it will overlap when you project it.
Where the color changes on the underside you can apply a different planar map for that area.
Then I'd use a cylindrical mapping on the stem, but you'll need to straighten it out first before projecting.
Don't forget to tweak your maps to get the best results.
Also Kena if you want to post a mushroom, I can run one through UV Layout to give it an awesome layout. ;) |
Post by jamesmc // May 26, 2008, 5:21am
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jamesmc
Total Posts: 2566
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So far (touches wood) it's all working exactly as advertised. For me the key was to use the reference grid image and to have both a 3d window and the UV editor open together.
I hope you realize that you have unwittingly committed yourself to a future in depth video tutorial. :D |
Post by W!ZARD // May 26, 2008, 5:31am
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W!ZARD
Total Posts: 2603
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I hope you realize that you have unwittingly committed yourself to a future in depth video tutorial. :D
LOL! That thought did occur to me when I wrote that, James!:D. If it all goes according to plan I may just whip up a quick video but by the time I finish this dragon I suspect Kena will be our new expert UV guru!
@Jack - thanks for the warning Jack. I did notice some slightly unexpected behaviour when selecting points. I've been avoiding that by using mostly edge selection which so far is still working as expected. |
Post by kena // May 26, 2008, 5:51am
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kena
Total Posts: 2321
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Hehehe
If things go well for me, then I will be happy to show how to apply a projection on a sphere and then modify the sphere into a mushroom :D
Here is my modified map and picture.
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