Tutorial: 01 Hair UV_1 unwrap
Jul 7, 2015 15:39:28 GMT -5
orangemittens, fufu508, and 9 more like this
Post by untraditionalnerd on Jul 7, 2015 15:39:28 GMT -5
Introduction
My goal is to share with you what I know about uv_1 editing.
Uv_1 is a map that is designed to define how a body will deform and change shape. It also define in some ways how a part will move and coexist with the surrounding. This is way with a Custom mesh we need to work on the weight and on the uv_1. There is no need to create a texture that matches it and half on the island is outside the texture.
With this tutorial I want to update aaill tutorial by showing you few more steps to get a uv map that looks more similar to EA standards.
You will need:
The sims 4
Sims 4 Studio
Blender
This is my custom hair I created. I usually unwrap the uv map of the full hairstyle and then duplicate the mesh and create the hat chops.
1_Open your blend file, select the mesh and go in Edit mode. Switch to uv map 1. You can do that in the object tab.
2_In the Uv map editor change the texture to the base skin.
The red lines underline the neck line. If the hairstyle is shorter than the head's neck line the uv map should be on the top part. If the hairstyle has parts that goes to the shoulders then it will have the corresponding part's uv map there. ( following the top uv _1 set up.)
3_ Select the mesh and press 1 on the Num Pad to move the camera to face the front on the mesh. On the left toolbar go to the shading/Uv maps tab, click unwrap and select cylinder projection.
4_ As you can see there is a part that is not symmetrical.
5_Go back to the 3D viewer, press A to deselect, press Z to activate wire mode and press B to activate the Box selection tool. Select the left part of your hairstyle. Use face selection method to speed up the selection process.
6_In the uv map editor select. Change the setting of the snapping tool to snap to vertices. Select the uv map island on the right and move it on the left side. Once it is close to the conjunction point activate the snap tool and make it match the main uv map island.
7_Select the whole mesh so the uv map will be complete again. Now we need to make the uv map to match the EA standards.
8_ First we need to fix the height of the island. You can move it by pressing G and then Y to move it up and down. You can scale it by pressing S and then Y to scale only its height. Use this 2 actions until it fits.
9_ Now we need to fix its width. Select it and press S and then X. We need it to be as wide as the texture is.
10_ Now select the uv map island, press S, press X and then 2. Press Enter.
11_ Press G and then X, move it on to the left until it's mid vertex match the left border of the the texture. It might help to have the snap toll activated with grid snap as option that is called snap to increments.
The uv_1 is now complete.
I will write more tutorials about UV_1
This hairstyle is the result of the collaboration with Bazlou
Let me know if you have any question.
Happy meshing
UN
Mod Edit 08/06/2017 - Fixed images
My goal is to share with you what I know about uv_1 editing.
Uv_1 is a map that is designed to define how a body will deform and change shape. It also define in some ways how a part will move and coexist with the surrounding. This is way with a Custom mesh we need to work on the weight and on the uv_1. There is no need to create a texture that matches it and half on the island is outside the texture.
With this tutorial I want to update aaill tutorial by showing you few more steps to get a uv map that looks more similar to EA standards.
You will need:
The sims 4
Sims 4 Studio
Blender
This is my custom hair I created. I usually unwrap the uv map of the full hairstyle and then duplicate the mesh and create the hat chops.
1_Open your blend file, select the mesh and go in Edit mode. Switch to uv map 1. You can do that in the object tab.
2_In the Uv map editor change the texture to the base skin.
The red lines underline the neck line. If the hairstyle is shorter than the head's neck line the uv map should be on the top part. If the hairstyle has parts that goes to the shoulders then it will have the corresponding part's uv map there. ( following the top uv _1 set up.)
3_ Select the mesh and press 1 on the Num Pad to move the camera to face the front on the mesh. On the left toolbar go to the shading/Uv maps tab, click unwrap and select cylinder projection.
4_ As you can see there is a part that is not symmetrical.
5_Go back to the 3D viewer, press A to deselect, press Z to activate wire mode and press B to activate the Box selection tool. Select the left part of your hairstyle. Use face selection method to speed up the selection process.
6_In the uv map editor select. Change the setting of the snapping tool to snap to vertices. Select the uv map island on the right and move it on the left side. Once it is close to the conjunction point activate the snap tool and make it match the main uv map island.
7_Select the whole mesh so the uv map will be complete again. Now we need to make the uv map to match the EA standards.
8_ First we need to fix the height of the island. You can move it by pressing G and then Y to move it up and down. You can scale it by pressing S and then Y to scale only its height. Use this 2 actions until it fits.
9_ Now we need to fix its width. Select it and press S and then X. We need it to be as wide as the texture is.
10_ Now select the uv map island, press S, press X and then 2. Press Enter.
11_ Press G and then X, move it on to the left until it's mid vertex match the left border of the the texture. It might help to have the snap toll activated with grid snap as option that is called snap to increments.
The uv_1 is now complete.
I will write more tutorials about UV_1
This hairstyle is the result of the collaboration with Bazlou
Let me know if you have any question.
Happy meshing
UN
Mod Edit 08/06/2017 - Fixed images