Sup Posted December 3, 2005 Share Posted December 3, 2005 I've gone back to doing a few weapons for a project, and I'm UV mapping for pretty much the first time (UVW unwrap.) I've got everything great save the barrel of the weapon. How does one properly UVmap a cylinder (preferably with the seam at the bottom)? Quote Link to comment Share on other sites More sharing options...
swartsz Posted December 3, 2005 Share Posted December 3, 2005 one way to do it is to map the faces of the cylinder seperately and stitch them together in Edit UV window. Quote Link to comment Share on other sites More sharing options...
Zeko Posted December 3, 2005 Share Posted December 3, 2005 Sup check this video tutorial. Hope it helps! >>Click me<< Quote Link to comment Share on other sites More sharing options...
SnowFella Posted December 4, 2005 Share Posted December 4, 2005 I'm guessing Zeko's video shows how it's done...but here's a quick walkthrough. 1: Apply your map to the cylinder, guessing a checker map. 2: Apply a UVW Map modifier to the cylinder. 3: In the UVW Map options select "cylindrical" and tick the cap box...if you have the cylinder capped that is. 4: Now you have 2 options to get the seam at the bottom, as it usually ends up at the top. Either rotate the cylinder or expand the modifier in the tree to see an option called "Gizmo". By clicking that you can rotate, scale and move your mapping just like if it was geometry. Quote Link to comment Share on other sites More sharing options...
Sup Posted December 4, 2005 Author Share Posted December 4, 2005 I'm guessing Zeko's video shows how it's done...but here's a quick walkthrough. 1: Apply your map to the cylinder, guessing a checker map. 2: Apply a UVW Map modifier to the cylinder. 3: In the UVW Map options select "cylindrical" and tick the cap box...if you have the cylinder capped that is. 4: Now you have 2 options to get the seam at the bottom, as it usually ends up at the top. Either rotate the cylinder or expand the modifier in the tree to see an option called "Gizmo". By clicking that you can rotate, scale and move your mapping just like if it was geometry. ← I understand that concept, but this is all one mesh. I don't think I can do that in the midst of my UVW unwrap. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted December 4, 2005 Share Posted December 4, 2005 Well, I do keep my models in pieces atleast untill I have mapped them. But if it is in one piece can't you just collapse the stack (convert to Emesh). Then select the polygons making up the cylinder and with them selected just apply the UVW map modifier? It won't change the mapping for any other part of the mesh than your selected faces and once you have layed their mapping out just collapse again. Then if you apply a UVW Unwrap you instantly get the whole meshes mapping as editable. Quote Link to comment Share on other sites More sharing options...
sleeper Posted December 4, 2005 Share Posted December 4, 2005 You can always detach any faces, map them any way you want and then attach them back and weld your vertices. I guess that's sort of what Snowfella said in how he keeps them in pieces until after they are mapped. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted December 4, 2005 Share Posted December 4, 2005 More or less. I just don't see any sence in attaching all parts of a model untill they are all mapped. If I want to mess around with doing something to the model at a whole I can just group the parts. Quote Link to comment Share on other sites More sharing options...
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