Basic workflow for UV projecting on to extruded text?

   7047   6   0
User Avatar
Member
330 posts
Joined: July 2005
Offline
Hello,

Would someone mind posting a really quick workflow on how to UV map some extruded text?

I have tried UV project (plastic wrap), UV unwrap and even UV Pelt, but the UVs are all over the place and not something I can paint on in a paint application.

(come to think of it, I am not sure how the UVs could be arranged to make it easy to paint on - do I need to project planar UV maps from 6 different directions and draw my textures to ensure they all line up? I am starting to think that would be easiest.. but it's a lot of work..)

The tutorials I have seen are for organic shapes like the bird with UV pelt. Ideally I would like 1 or more shapes that I can paint on.

thanks for reading
User Avatar
Member
9378 posts
Joined: July 2007
Offline
if you are using Extrude SOP instead of Poly Extrude SOP you can uncheck Convert Mesh To Polygons then in Groups tab create all groups
then UVtexture SOP on extrudeSide group
- type Rows & Columns
then uv_project SOP on extrudeFrount group
- type Vertices
- set correct transforms so it lays in UV layout as you wist
the same for estrudeBack group

then you need to lay out estrudeSide group which is how unwrapped but lays one letter on top of another
you can use UV Edit SOP for this

then you can convert it to polygons Convert SOP

here is very simple example, not very proportional UVs but that is just a matter of additional manual uv editing

Attachments:
UV_unwrap_text.hipnc (129.7 KB)

Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
9378 posts
Joined: July 2007
Offline
oh, i forgot uvquickshade SOP in the middle of the network, it's just for checking uvs in the viewport, i usually keep in at the end and in non rendering branch
sorry for that, it don't need to be there
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
330 posts
Joined: July 2005
Offline
Tomas thank you! I still need to analyse it more to understand, but
that looks like it is precisely what I wanted. Thanks for taking the time to prepare an example scene.

Oh and don't apologise about the uvquickshade, that's an extra thing I learnt.. that will be very useful.

User Avatar
Member
9378 posts
Joined: July 2007
Offline
uvquickshade is very useful, but i apologized mainly about forgetting it in the middle of the network
typical workflow is to branch it off somewhere to be able to just check the uvs not leave it there, because it is attaching custom material to the model and that's not what you may want to have in the Render branch, because SOP level materials will override Object level
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
330 posts
Joined: July 2005
Offline
OK I understand…

just something i've noticed, it seems the texture on the side is stretched more than the front of the object. to change that should i adjust the uvedit to change scale?
User Avatar
Member
9378 posts
Joined: July 2007
Offline
in uvedit you need to select an uv island in uv view and scale one by one
i've just moved them to individual place but not corrected the scale
Tomas Slancik
CG Supervisor
Framestore, NY
  • Quick Links