Last week I said that I was going to have to do the whole UVs
thing over again. Well I was wrong. I had to do it over again four times. Fortunately
I now have this particular process down to a science. The first time I did it I
learned that you need to use the straighten tool in blender. The straighten
tool in blender sucks and makes me miss XSI. I don’t remember it being terrible
in Maya either. You right click on the UVs you want to straighten and say
straighten x or straighten y. They have this in blender but it actually does nothing.
Looking it up on the various forums you have to do something entirely different
to straighten UVs. Maybe it isn’t UVs I hate maybe it is Blender’s UVs.
I finished attempt 1 and import it into Unity and it doesn’t
really work. Like the test texture I made doesn’t line up. I worked on it for a
bit but it seemed remarkable uncooperative. I gave up on attempt 1 and moved
onto attempt 2 and had very similar problems. While I’m busy failing at this I
am also learning what is going wrong. I quickly discover that attempt 2 will
also not work. Ok attempt 3! I made everything over again and it kind of mostly
works! It isn’t perfect. I put on the test texture and there are some problems
but they don’t have to be fixed in the model. Okay bring it into Unity. Then
back to Blender to break it into different pieces.
For my collision I have a master file of all of the
different collision pieces. This makes UVing much easier as in Blender you can’t
see UVs on two different objects at the same time. Then I save them as
different pieces and delete the remaining bits. Well if you guessed that at
around 10pm I was too tired to properly handle this task then you would be one hundred
percent correct. So if anyone had: ‘deleted the bulk of the collision in the
master file and saved it’ in your office pool then you get a cookie. I was
shell shocked and kind of pissed but it was done there was no ctrl Z for this
one. I thought about how I could fix this… Source control software, I should
put this on git hub and things like this can’t happen! It wouldn’t fix the
current issue but it could prevent future problems. I considered just using the
model I made last week it worked even if it had its own problems. Then I did
the smart thing. I closed the computer and played Gears of War for an hour and
went to bed.
I woke up the next morning in a fog. But it was fog of UVs,
like I was in the zone! I stumbled around the house as one does when getting up
early and I kind of stopped when it basically hit me. I could see the most
perfect layout. My wife asked me what I was doing because I was just standing
in the room probably picturing squares in my mind. I told her that I was
thinking about UVs.
It was 7:40 and at
8:00 I had to get my son up for baby class. So I had 20 minutes. I worked on
the 3D model and my son woke up 10 minutes early. We then went to baby class.
When I got back I finished the model and UVs. Then I saved two copies of this
file… Didn’t want to lose it. Broke it into pieces got it into Unity and then I
had a Rainbow Bridge that connected with all pieces without any graphical
errors. Also in my old UV layout you couldn’t tell where the edge of the foreground
and background actually met. In this new version it is completely obvious.
So what did I do this week? I built a rainbow bridge through
failure.
You're in a different field and I have no clue what UV's are, BUT... I can identify with "saving" after tossing out "good stuff". Which is why I SO MUCH love the TIME MACHINE on my OS. (something similar for your OS perhaps?). More than once after trashing something and even emptying the trash, only to find I trashed the wrong one OR trashed something I shouldn't have, Time Machine saved me. Being able to "go back in time" to get a file (or an entire program) can be a magical experience even if you only use it ONCE.
ReplyDeleteBut on a positive note, in any sort of programming, building, or any creative endeavor, I have found the EACH time I've done something OVER, (for whatever reason), it gets better, stronger, more efficient. So that's a good thing too.
So I'm glad your UV thingies are working AND you learned so very much making them do that. Have a fantastic day, and give yourself a treat of some kind.
Hey Darrell I didn't see this comment until recently! This is an image that better explains what UVs actually are. https://upload.wikimedia.org/wikipedia/commons/0/04/UVMapping.png
DeleteFor things like cubes and spheres they aren't too bad but the more complex the thing the more complex the UVs. Making the UVs over and over definitely made me understand them better.