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Meatball0311

How to make proper UV Map in O2

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I basically am familiar with making a UV map, but my question is how do I get my named selections to be flat? and then return them to normal?

I see that there is a flatten points, but can I undo it?

Edited by Meatball0311

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As far as I know the only way to do it is use the animations window in O2.

It is too complicated to explain in full here but basically you create two keyframes - right click -create / right click create - which gives you keyframes 0.000 and 1.000.

Select keyframe 1.000 and (this is the boring bit) - manually rotate the parts of the model so they are on the same plane - you do this by using shift C to define the axis of rotation on each face.

if you have ever made a plastic kit of something you are trying to get it to look like all the parts when you take it out of the box - all layed out flat on the plastic sprue.

You use keyframe 1.000 to paste in the UV editor - which you then export and use to texture on. The good part is keyframe 0.000 stays as the original model but inherits the UV co-ordinates from keyframe 1.000

I told you it was complicated!

There are far better explanations than this on the forum somewhere - from one of the P:UKF guys - thats how I learnt how to do it - try searching for that:)

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As far as I know the only way to do it is use the animations window in O2.

It is too complicated to explain in full here but basically you create two keyframes - right click -create / right click create - which gives you keyframes 0.000 and 1.000.

Select keyframe 1.000 and (this is the boring bit) - manually rotate the parts of the model so they are on the same plane - you do this by using shift C to define the axis of rotation on each face.

if you have ever made a plastic kit of something you are trying to get it to look like all the parts when you take it out of the box - all layed out flat on the plastic sprue.

You use keyframe 1.000 to paste in the UV editor - which you then export and use to texture on. The good part is keyframe 0.000 stays as the original model but inherits the UV co-ordinates from keyframe 1.000

I told you it was complicated!

There are far better explanations than this on the forum somewhere - from one of the P:UKF guys - thats how I learnt how to do it - try searching for that:)

so basically you are saying to use LOD 1.000. I can manipulate the faces to lay flat and then use that as the UV.... and it wont affect the model? But will it affect the Level of Detail?

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Not LOD, Keyframe. Check in O2 Options if animation window is active, rightclick there and create 2 Keyframes, 0 and 1.

The 0 Keyframe is to fall back to a intact model, click on the 1 keyframe, there you do anything you need to get a good UV map of the model parts. Flatten it, cut it in pieces, whatever you like. when you have the uv mapping done you click on Keyframe 0 and your model is as it was before you raped it, but the uv map is like the one you did in keyframe 1. you can delete both keyframes then, delete keyframe 1 first.

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