anb2004 Posted January 4, 2013 Share Posted January 4, 2013 just wondering how to make non propotional uv map with blender ? i've made several custom sword for my skyrim, and i usually set the uv map 1024x1024/2048x2084 which i think its kinda waste, because surely i can wrapped it much more fit for rectangular uv map (i.e 1024x512 or more ) especially for sword that basicly long object that can go stretch by unwrapping project from view... will be really appreciated if someone knows the trick. thanks in advance.. Link to comment Share on other sites More sharing options...
Werne Posted January 5, 2013 Share Posted January 5, 2013 Before you start unwrapping, go to Image/New in UV/Image Editor, set the image size to what you want it to be (512x1024, for example). After you unwrap, export the UV map and re-size it to 512x1024 (because blender will screw it up and export as 1024x1024 http://forums.nexusmods.com/public/style_emoticons/dark/rolleyes.gif). That's how I do it, maybe there's a way to do it differently but I don't know of it. Link to comment Share on other sites More sharing options...
ziitch Posted January 5, 2013 Share Posted January 5, 2013 One trick you can try is to clone what is in one UV map into another. Make two UV textures - One that is for the final product, and the other for the proportionally-sized unwrap. Use the porportionally-sized layout, export the wireframe, and then make your blade texture using that. Once it's done, select the other, squashed UV that you'll be using, and go into Texture Paint mode. Back where you find UV textures, you'll want to set the texture you're cloning to the one that isn't squashed. Set the brush to Clone, and start painting - It will immediately begin painting the non-squashed mesh's texture into the UV of the squashed mesh. There will be some quality loss, but the result is something that can be used. Link to comment Share on other sites More sharing options...
anb2004 Posted January 16, 2013 Author Share Posted January 16, 2013 Dang, totally forgot about this thread, fool me. try to find the trick around the web, i do found some blender modelling article mentioning how to create the non proportional UV map (even tho i losted that page duh !) and it is pretty same thing as werne said. so thank you Werne :thumbsup: @ziitch quite tricky, but surely i'll give it a try. never use blender texture paint mode before but thanks for helping me out. Link to comment Share on other sites More sharing options...
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