UWV Mapping

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

UWV Mapping

Post by Silicone_Milk »

I started work on the first of a number of module building pieces for use in UE4.
[lvlshot]http://s14.postimg.org/eo1gsi5ld/fixeduvs.png[/lvlshot]

After putting this mesh into a project, I suddenly realized that I have absolutely zero idea how to maintain a consistent texel density and texture alignment between modules. I really miss Radiant-style per-face texturing.
Are there any methods to getting the textures aligned and seamless when two objects are snapped together in the game?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Can't you just planar or box map the UVW mapping?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

I could but then I get some funky seams/texture misalignment on the beveled edges of the mesh which most people may not notice but bothers the hell out of me.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Silicone_Milk wrote:I started work on the first of a number of module building pieces for use in UE4.

After putting this mesh into a project, I suddenly realized that I have absolutely zero idea how to maintain a consistent texel density and texture alignment between modules. I really miss Radiant-style per-face texturing.
Are there any methods to getting the textures aligned and seamless when two objects are snapped together in the game?
Oh how I hate irregular texture densities, the Unreal games are filled with them and it looks really bad, like the artists don't care much, cause they know their art director don't know anything about it.

Anyway, a good idea is to use a checkermap or such, like this. I use a pretty advanced one and I even use that sometimes in radiant, as editor image, not to get the density the "same" but to easier align certain textures.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

obsidian wrote:Can't you just planar or box map the UVW mapping?
Another issue I'm having, which is probably just my lack of modeling experience, is that a box unwrap (cube projection) gives me varying texel densities. This can be resolved by scaling UV islands but something about the process feels incredibly wrong. I wonder if there's a script for Blender to apply, scale, rotate individual UV islands to apply textures per-face like one would in Radiant.
Hipshot wrote: Oh how I hate irregular texture densities, the Unreal games are filled with them and it looks really bad, like the artists don't care much, cause they know their art director don't know anything about it.

Anyway, a good idea is to use a checkermap or such, like this. I use a pretty advanced one and I even use that sometimes in radiant, as editor image, not to get the density the "same" but to easier align certain textures.
I'm using the color grid Blender has to check out how badly things are getting stretched.
[lvlshot]http://s29.postimg.org/mlwxv32sn/texel.png[/lvlshot]
As I keep mentioning, I miss doing things the way texturing was done with Quake 3. "Texel density" and such wasn't something I was even concerned or even knew about and everything just worked and looked great.
I found an unofficial pixel-per-unit guide for UE4 with suggested texture sizes given some mesh dimensions. This should help a bit.

My biggest issue now is getting two different meshes, side by side, to have perfectly aligned textures (no seams where they meet). I suppose this could be done using world space lookup in the material being applied to the mesh; the most experience I have with material editing is about an hour last night dicking around with the nodes though.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Screenshots

Post by D-Meat »

Yeah, keeping a consistent texel size gets difficult when you start traditionnal UV mapping. Working with the checkers is the solution.

Also, if you're making a set of 3D objects, I think you don't need the faces on the side of you object. they'll be hidden by a column or something else, I think.

Now is time for the guy from stone country to make an artistic remark : stone arches don't look like that ! examples :
Image
Image

Since you're using UE4, maybe sculpting a high poly arch and then baking the normalmaps and using ambient occlusion and displacement bake to make the diffuse (or whatever it is in PBR) would look neat !
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

It'll be ok for the sides to exist on the mesh. It's only a few triangles and it's more pleasing to me to see a water-tight mesh volume rather than a bunch of floating planes.

Yeah, I know the arches don't actually look like that. I just tossed a default UE4 material on the mesh to get an idea of how it would look. Thanks for the image though, I'll probably use that for my next asset.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

I found that if I generate UV coordinates from object data (linked empty object to control scale/rotation/translation) that I have some pretty consistent results between multiple objects.
[lvlshot]http://s7.postimg.org/qiyziixyj/object.png[/lvlshot]
I need to figure out how to save those generated coordinates out since it's only working in the rendered view but when I open the UV layout window I still have my old UVs.

Thanks AndyW, I have a handful of 'medieval cottage' reference images that have those wooden support lattices and have been trying to decide if they should be a simple texture detail or if I should model out lattice pieces to connect together and stone panels to place in between.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Screenshots

Post by D-Meat »

You're having a cube projection ? in edit mode, 3D view, press 'u' to get the unwrap menu, and try "cube projection", see if you have the same result !
(I just tried on the monkey, seemed quite consistent)
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

D-Meat wrote:You're having a cube projection ? in edit mode, 3D view, press 'u' to get the unwrap menu, and try "cube projection", see if you have the same result !
(I just tried on the monkey, seemed quite consistent)
It's a cube projection but a little different. If I just use the standard cube projection uv layout for the two objects then the texture is scaled differently on each object. With generated coordinates from object data + cube projection it gives me a uniform scaling across all of the objects and perfect alignment.

I've decided to bite the bullet and do manual unwrapping + seam marking since I'll need to make a secondary UV channel for lightmaps anyways.

There's a bit of stretching where I've welded some UV points to prevent overlap but it's acceptable I suppose. I created a cut on the inner arch faces to hide the seam behind the wood frame.
[lvlshot]http://s8.postimg.org/u1brisfqt/the_grid.png[/lvlshot]

For some unknown reason I have a face on the mesh completely missing but I can't create a new face and it shows up fine when imported in UE4. It doesn't exist in Blender though. Weird.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Since this is a larger issue, and highly of interest to others... putting all this UV mapping etc. into a separate thread might be a good idea, IMO.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: UWV Mapping

Post by obsidian »

Done.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: Screenshots

Post by D-Meat »

Silicone_Milk wrote: For some unknown reason I have a face on the mesh completely missing but I can't create a new face and it shows up fine when imported in UE4. It doesn't exist in Blender though. Weird.
Maybe you have a face with inverted normals ... but I don't know why UE would render it correctly in that case :) Good luck !

Thanks for moving the messages to a new topic :)
[url=http://www.dmitri-engman.fr/]My blog[/url] - [url=http://dmeat.free.fr/book/]My portfolio[/url]
---------------------
[url=http://lvlworld.com/#c=m1&i=1908&d=12%20Dec%202012&m=All&p=review]MJDM2[/url] - [url=http://lvlworld.com/#c=m1&i=2108&d=12%20Dec%202012&m=All&p=review]DmeatSP01[/url] - [url=http://lvlworld.com/#c=m1&i=2132&d=12%20Dec%202012&m=All&p=review]DmeatSP02[/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

D-Meat wrote: Maybe you have a face with inverted normals ... but I don't know why UE would render it correctly in that case :) Good luck !

Thanks for moving the messages to a new topic :)
I thought it was a normals issue at first as well but there's just nothing there. No inverted face, no vertices or edges; there's nothing. It's very strange.
That actually looks like exactly what I've been searching for, Theftbot. Thanks for those links. It looks like I have more things to try out tonight.
Gustavo6046
Posts: 125
Joined: Wed May 13, 2015 9:04 pm

Re: UWV Mapping

Post by Gustavo6046 »

How to make a UV map in Blender anyway? (trying to skin models for Quake 3 / Unreal Tournament 1999)
[color=#BF4000]Who cares with me?[/color] [color=#BF0080]Everyone ragequit![/color]
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: UWV Mapping

Post by CZghost »

There are several ways to make UV map unwrap. For character models, I can't tell you, but for a model of a car, for example, you can use ortho projection top, side or front, which you can position where you need. That way there is possible to make texture(s) for every part of your model. I'm not sure about player models as it's more complex and needs accurate unwraping (see how is unwrapped John Carmack's hand for example). I think head is a form of a sphere, so there should be best spherical unwrap...
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: UWV Mapping

Post by Silicone_Milk »

The UV Project modifier is working pretty well and is almost exactly what I've been looking for. Thanks again :up:
More window meshes!
[lvlshot]http://s16.postimg.org/4fw3c0v1h/modules.png[/lvlshot]
Gustavo6046 wrote:How to make a UV map in Blender anyway? (trying to skin models for Quake 3 / Unreal Tournament 1999)
There are different projection methods to create UV coordinates for your model. You can also select edges, mark them as seams, and then run an unwrap which will try to peel the model into a flat surface making cuts where you've marked the seams at.
Gustavo6046
Posts: 125
Joined: Wed May 13, 2015 9:04 pm

Re: UWV Mapping

Post by Gustavo6046 »

What I want to do is a nice cubic projection for my simple flash grenade launcher model for Q3, and also put it in Unreal Tournament as well.
And no, Quake 3 and Unreal Tournament are NO rivals. ;)
[color=#BF4000]Who cares with me?[/color] [color=#BF0080]Everyone ragequit![/color]
Post Reply