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HystericalParoxysm
30th Dec 2010, 12:20 PM
So I'm trying my hand at TS3 meshing, and doing pretty well. I'm starting by trying to convert some of my favourite TS2 items to TS3, and doing pretty well at it.

Unfortunately, many TS2 items use mirrored mapping to save on texture space. That doesn't really work for TS3 very well, creating a very ugly and undesirable result for CASTing.

I'm used to doing my mapping all in Milkshape, but it doesn't exactly have the best mapping tools for precision. I also have 3DS Max, and can re-get UV Mapper.

What would be the easiest and quickest program to use to un-mirror the mapping for these parts? I don't want to re-map them; some of the shapes are quite complex and creating a new map is not ideal. I'd just like to take the mirrored part, flip it, and be able to align it exactly against the other half. I already have the textures un-mirrored (that's the easy part)!

Also, as a secondary aside-question, is there any easy way to tell that you've got the scale the same on all parts? I know I can apply a checker/grid/plaid pattern to an object and see it sort of that way, but any way using a texture is sort of eyeballing it.

HugeLunatic
30th Dec 2010, 03:27 PM
I so wish MS had more options for mapping. *sigh* Even just the ability to flip parts on the uvmap. I use UV Mapper Pro as it has an option to flip, either horizontal or vertical. Not sure if the free version does this. Sometimes I can simply select the faces in UV Mapper and sometimes I have to create a new group first in MS with the faces I want reversed on the uv map. Selecting in UVMapper isn't always precise if the mesh has a lot of parts.

For scaling I tend to eyeball it usually. But Wings uv mapping does work for more precise sizing. When mapping you can scale (horizontally/vertically) to the full width of the map, then scale back down by a percentage. This is also how I get all identical parts to share the same uvmap space for some objects.

BloomsBase
30th Dec 2010, 03:39 PM
I have done similar tasks with LithUnwrap(free)
-regroup the part in MS
-delete one half
-save as Ms3d
-open the Ms3d file with LithUnwrap
-flip the part on the map
-export uv as *.luv
-import in MS as lithunwrapper LUV

If a mesh is build correct this will work perfectly.
But when the mesh contains welded verts and other faults it sometimes breaks the mesh leaving a gap.

Another thing im facing with this process is that i sometimes lose boneassignements(but Wes said this is nearly impossible)

HystericalParoxysm
30th Dec 2010, 03:50 PM
Thanks guys. I'll give it a go... I've been trying to do it in 3DS Max and running into some stupid issues. Luckily it's just boring objects like couches so no real problems with bone assignments.

cmomoney
7th Jan 2011, 02:11 PM
Blender 2.5 has a UV mirror option(X or Y axis). Don't remember if 2.49 does.

HystericalParoxysm
7th Jan 2011, 02:13 PM
What I ended up doing was bringing the mesh into 3DS Max to separate it out into chunks, ran it through UV Mapper to flip the needed pieces, and then adjusted everything in Milkshape to fit my texture. Whew!