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# 1 02-02-2012 , 01:24 AM
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checker pattern on low poly unwrap

so i have this

https://i44.tinypic.com/10dcegm.png

and i noticed the checker pattern is not really perfectly right. How would i adjust it to fit properly?
I unwrapped the object, my low poly 6-sided box and have arranged my uvs to fit within the snapshot window.


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# 2 02-02-2012 , 01:40 AM
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# 3 02-02-2012 , 02:32 AM
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# 4 02-02-2012 , 02:37 AM
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The generic checker pattern fills the entire UV space. To get a perfect match you would need to create a texture file with your own checker pattern in the proper position on the UV map.

Of course you could play with the U and V repeat to get the checker pattern to align with the UV space grid lines and then move your cubes UV shells around to line things up but well that would be a real convoluted way to do things.

Furthermore, the way you have your UV's laid out you are going to have to work to align images on the sides where the UV's have been cut. You can try turning on viewport 2.0 or highres and then manually adjust the shells to line things up.


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Last edited by ctbram; 02-02-2012 at 02:43 AM.
# 5 02-02-2012 , 03:47 AM
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so i move the uvs around to fit the checker pattern on the box?
is that the idea?


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# 6 02-02-2012 , 03:50 AM
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well kinda but you'd get distortion most likely. What I meant was you will probably need to paint a custom map in PS to put the squares exactly where you want them.


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# 7 02-02-2012 , 04:00 AM
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so how big would i make the checker in PS? like 512x512 if that was my normal and texture maps I planned to use?


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# 8 05-02-2012 , 02:01 AM
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was that dumb question?


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# 9 05-02-2012 , 04:13 AM
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1. unwrap the UV's (you've done this)
2. Take a UV snapshot
3. open the snapshot in PS
4. paint your checker pattern
5. save the painted pattern file
6. go back to maya and create a mat and apply the map to the color
7. apply the mat to your model


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# 10 05-02-2012 , 04:18 AM
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As for the size of the map it depends on how close you intend to get to the model and how clear you want the texture.

The UV grid is 10 x 10 so if you have a 1k x 1k map then each uv square is about 100 x 100 pixels. If the UV map is 512 x 512 then each uv square is about 50 x 50 pixel. So you need to look at how many uv squares each face of the cube takes up and decide what pixel resolution you need.


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# 11 05-02-2012 , 10:20 PM
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ok thanks I'll get on it


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# 12 09-02-2012 , 03:28 AM
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# 13 09-02-2012 , 03:36 AM
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what would be more helpful would be to see a checker pattern applied. This way we could better see the distortion. What you want to shoot for is that all the squares are square and about the same size (equal pixel density) for the major components.

You can use the built in checker pattern and if you need to you can increase the checker density by increasing the U and V repeat value in the placement node.

Unfold, relax, and the warp tool can help to adjust the UV's once you have a good checker pattern to see where the warping is.

I found this series useful check it out....

Unfolding a UV Mesh - Part 1 - YouTube

Unfolding a UV Mesh - Part 2 - YouTube


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 09-02-2012 at 03:58 AM.
# 14 09-02-2012 , 03:57 AM
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# 15 09-02-2012 , 04:09 AM
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