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  #16  
Old 03-24-2012, 04:24 PM
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And......
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  #17  
Old 04-03-2012, 05:22 PM
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Originally Posted by abaser View Post
Here's a link to all of the hot key shortcuts (newer versions), how to setup 3 views (2.49b), and to a page with hours of video tuts as well as text tuts (modeling in newer versions than 2.49b).

http://www.foreverblender.com/2010/0...-hotkeys.html#
http://www.youtube.com/watch?v=SSedXO00H1c
http://gryllus.net/Blender/3D.html
Be aware that if you are setting up your 3 views in Blender 2.6.2 there is a much easier way to create the 3 views. There is an Addon called "Import Images as Planes" that you can turn on.
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  #18  
Old 04-03-2012, 05:27 PM
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Honestly, if like to see your mapping technique. after 2 nights of disappointment, I'm back in wings.......maybe for good.
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  #19  
Old 04-03-2012, 05:45 PM
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Honestly, if like to see your mapping technique. after 2 nights of disappointment, I'm back in wings.......maybe for good.
Mapping was a struggle, and I was mapping a foamy so it isn't near as complicated as what you are working on.

Basically, what I did was use the tga file I wanted to use for textures as a guide to moving around and placing the individually unwrapped objects. You can move the unwrapped pieces in the UV window very small increments just using the arrow keys on the keyboard. The same is true for scaling them and such. You do want to be sure that everything is scaled 1,1,1 before unwrapping, or they won't be proportioned anywhere near correctly.

[Edit] And I should add that a really important thing to realize when mapping in Blender is that if you have multiple objects selected at once, when you are in the UV window, the one you are editing will show up with heavy lines, but the others will show there positions with light lines. That makes it much easier to line up things precisely between different objects on the texture you are trying to use.

Last edited by Madratter; 04-03-2012 at 05:55 PM.
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  #20  
Old 04-03-2012, 06:15 PM
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Honestly, if like to see your mapping technique. after 2 nights of disappointment, I'm back in wings.......maybe for good.
I wish you'd make the move to max. It would be great to have another regular active posting member to share techniques with. Skype!
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  #21  
Old 04-03-2012, 06:43 PM
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This is the type of thing Im dealing with. Every part has one or more of these areas. Now, if you have 30+ parts, stacked on top of each other upon combining, well, you get the idea. Ive found that if your part has too much of an angle, it will split it just like this.

Asking for a solution on Blenders forums rendered no answers. So, if I can't fix it, Im gone.

At Boof, well, we'll see what happens. Im going back to familiar territory to finish this one up.
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  #22  
Old 04-03-2012, 09:08 PM
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Originally Posted by abaser View Post
This is the type of thing Im dealing with. Every part has one or more of these areas. Now, if you have 30+ parts, stacked on top of each other upon combining, well, you get the idea. Ive found that if your part has too much of an angle, it will split it just like this.

Asking for a solution on Blenders forums rendered no answers. So, if I can't fix it, Im gone.

At Boof, well, we'll see what happens. Im going back to familiar territory to finish this one up.
I can't be 100% sure of what I am seeing here. But it looks like the extra lines in orange are just that, duplicates of vertices that already exist in the large wing faces that mapped properly. If that is the case, just drag the offending lines off the edge of the texture and things should work fine.

In this case however, there is a much easier way to get what I think you want. Go to top view. Then enter edit mode for the wing. Make sure all faces are deselected. Then select just the visible faces using a bounding box. There is a button just to the right of the face select mode that allows you to specify you only want the visible faces selected.

Once you have only the visible faces on the top of the wing selected, unwrap. Use the project from view option to actually do the unwrap.

You then repeat those steps but basically from the bottom view to get the bottom of the wing unwrapped.
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  #23  
Old 04-03-2012, 09:19 PM
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That's exactly what I did. What you see are the vertical faces where thew ailerons are and the round area of the top wing. I'm aware that by doing it this way, there will be major stretching in those areas, but for this CS, that would not be a problem. There are also other areas that have a high degree of angle that an unwrap will break the islands at that angle. Then when you rry to do anything with it, if you are not careful, you will separate them. And with so many parts, you can easily confuse where most actually belong.
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  #24  
Old 04-03-2012, 09:23 PM
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The only way you could end up with those areas as shown is if those faces were selected. You probably just needed to rotate the model and manually unselect those vertical faces before unwrapping. There would not be too many of them so it should be fairly easy.

Then you would select those vertical faces separately and unwrap them later.
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  #25  
Old 04-03-2012, 09:27 PM
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For those faces, yes that would work. However, for the scoop on my cowl, not so much. I'd end up with about 10 pieces just for that alone.
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  #26  
Old 04-03-2012, 09:34 PM
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For those faces, yes that would work. However, for the scoop on my cowl, not so much. I'd end up with about 10 pieces just for that alone.
For the cowl, have you tried the "Smart UV Project" way of unwrapping, playing around with the angle limit?
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  #27  
Old 04-03-2012, 09:41 PM
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Lol. I've spent 2 nights trying to get my desired results. I've played with everything. Most of which end with what looks like a smashed pancake on the freeway.
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  #28  
Old 04-03-2012, 09:55 PM
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That cowl area looks tricky regardless of how you try to unwrap. My initial thinking is that best might be to unwrap the front separately from the sides, with each side separate. So for the sides you kind of would do the project from view trick but selecting only faces back from the front part of the cowl with a bounding box. The front I would try unwrapping separately. But the cowl is definitely gnarly.
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