Tricky mapping

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Pibuz
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Tricky mapping

Post by Pibuz » Wed Sep 09, 2015 8:24 am

Hi to all SketchUp users!

As many of you may know, I might know something about Indigo BUT as a matter of fact I'm NO texturing expert! :mrgreen:

So, I have been attracted by this little image
bumpy metal.jpg
and downloaded the model (which I am attaching to this post).

I remembered that someone uploaded a very cool Indigo material based on a bumpy shader which replicates about the same appearance. Well, I tried to map the hell of an object since three days, using all the plugins I know, and I cannot get through this!

Can anybody give me a hint? :mrgreen: Pretty pleeeease?

Thanks in advance
Attachments
horn.zip
(1.34 MiB) Downloaded 260 times

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Oscar J
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Re: Tricky mapping

Post by Oscar J » Wed Sep 09, 2015 9:16 am

You sketchup users are so spoilt with everything being simple! :)

Blender is well known for its UV-mapping capabilities. Here's a very basic way to UV map your horn:

https://www.youtube.com/watch?v=ywGA9u5Oy2w

I tried to avoid keyboard commands as far as possible. The "U" key is for the UV-mapping tools and the "S" key for scale.
There are some visible seams though, and if you want to learn how to make a more sophisticated UV-mapping I'd be happy to show you. :)

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Pibuz
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Re: Tricky mapping

Post by Pibuz » Wed Sep 09, 2015 9:32 am

Hi Oscar!
You've been such a candy to show me how it's done in Blender (and YES, you're right: we sketchup users are USED to easiness :mrgreen: )

I actually know that there are some even complex methods in other 3d packages, but although I'd want to see this Satan's Horn finally MAPPED no matter how :evil: , I'd very like to know if any other SketchUp user could find a way to do it.

I thank you so much for your kindness, btw. This place is filled with beautiful people :!:

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bubs
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Re: Tricky mapping

Post by bubs » Wed Sep 09, 2015 11:42 pm

Pibuz,

I got it pretty good, there's a bit of stretching, but nothing unacceptable I think.
You need to make some seams on your model.
I separated it into 4 elements
1. Outside skin
2. Inside skin
3. Rim of opening
4. Tip on horn

I did this using the 'path select' tool from Whaat's SketchUV plugin

I then used Fredo's 'ThruPaint' plugin on QuadMesh UV setting on each element individually, and moved them about until they lined up a good as possible.
Attachments
horn.jpg
horn1.jpg

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Oscar J
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Re: Tricky mapping

Post by Oscar J » Wed Sep 09, 2015 11:49 pm

Nice one bubs! :)

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Polinalkrimizei
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Re: Tricky mapping

Post by Polinalkrimizei » Thu Sep 10, 2015 1:37 am

Cool to find something that seems much easier in Blender than in SketchUp 8)

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bubs
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Re: Tricky mapping

Post by bubs » Thu Sep 10, 2015 1:46 am

It is a constant pain, and one of my main draws to learn another modelling package... anything other than straight planar UV mapping can be an absolute nightmare with SketchUp... :twisted:

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bubs
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Re: Tricky mapping

Post by bubs » Fri Sep 11, 2015 6:35 pm

Pibuz, did you have any luck with this mate?

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galinette
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Re: Tricky mapping

Post by galinette » Fri Sep 11, 2015 9:26 pm

Eclat-Digital Research
http://www.eclat-digital.com

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Pibuz
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Re: Tricky mapping

Post by Pibuz » Sat Sep 12, 2015 2:51 am

@ galinette
Hi man, yes I wanted exactly this material. But for it to work I need to correctly map the surface, hence my problem

@ bubs
It's been very kind of you. I'm a total disaster concerning non-planar mapping :mrgreen: I know all of the plugins you mentioned but never took my time to learn it. Thanks for pointing out the 'correct' workflow, I'm gonna try that ASAP!

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