someone please help me meshing

03-15-2004, 03:38 AM
ive been trying to teach myself lithunwrap and im slowley learning but its a huge pain in the ass!!

i hope the pic explains it all!!!!!1 :eek: :o

03-15-2004, 03:59 AM
You now need to tweak the vertex making up the mesh, to make the check patten even as you can. There is no easy way to becoming good at UV mapping organic shapes, that i know of. It's an art in it's self, and takes practice, i use lightwave to UV map, as it has some cool features, but it still not easy when it comes to organic models.

Maybe Jed might shed some light on using lithunwrap, as he uses it all the time, and knows the programs in's and out's.

03-15-2004, 04:01 AM
i played around alot with moving the mesh around single verts at a time without too muchluck :\

03-15-2004, 04:06 AM
Sometimes it pays to unweld the mesh, so when moving a vertex, it does not move the shared vertex of the polygon next to it.

03-15-2004, 05:13 AM
i dont see a unweld option :o

Trp. Jed
03-15-2004, 08:21 AM

You can minimize the amount of tweaking you have to do by carefully mapping your torso in sections. To get a basic torso UV map for tweaking I do as thus:

First, select all the faces that make up your torso. If the arms are part of the torso mesh, select them too.

On the Tools->UVMapping menu, select "Decal" and select "Z front". That will do a front view of your torso.

If your arms are part of the torso, use the polygon select mode (little triangle button) and drag over so you select the polys that make up your arms. Hold down shift and drag if you need to add more after your first selection, Ctrl-Drag removes. Your dragging over the vertices to select them. When you've done this, drag the arm polygons up out of the way of the torso for now.

Select the torso again and this time use Planar, Z UV Mapping to split it into a front and back pair.

Open the 3D Preview window, right click and select Textured -> Wire Smooth. This will place your mesh over the top of your model so you can see which vertices you are selecting.

The trick is to then select the vertices and move them as needed to line up the boxes. Murphy's law says that you usually have to move a vertex the opposite way to what you think.

Another tip - Select everything in Milkshape and use UnWeld before using LithUnWrap. This way each polygon has 3 unique vertices. This means you can split up complex shapes more easily and moving a vertex one way one move the same vertex in another part. Also, dont click vertices to select but drag a square over them, that makes sure that you get all the vertices that occupy that space. If several polygons share a vertex, it makes sure you get them all.

If you accidentally drag a vertex apart so its ungrouped, select it and the other s and use Weld to snap them back together.

The arms you can do by selecting their polygons and doing Cylindrical UVMapping as a basis - just select the right axis, usually X.

- Jed

Trp. Jed
03-15-2004, 08:24 AM
Second pic

- Jed

03-15-2004, 04:30 PM
thanks for the tip jed. but the mesh and model that im working on are more complex :S im trying to make a model that i hacked around i didnt make from scratch but put a few hours of work into in making it the way it is and trying to make it fit a already planned out texture

heres a pic

hope that explains :o

Trp. Jed
03-15-2004, 04:55 PM
Its' probably the ones I've ringed in the attachment that are giving you problems. Try moving them down.

If your still stuck PM me and mail me the MS3D and the texture and I'll take a look.

But first, try and fix it yourself - its more satisfying and you'll learn more. :D

- Jed

03-15-2004, 05:19 PM
Hmm.. That suspiciously looks like Sgt. Slaughter...

Sgt. Slaughter 1986 (


03-15-2004, 06:45 PM

03-15-2004, 07:38 PM
Originally posted by Effexx
Hmm.. That suspiciously looks like Sgt. Slaughter...

Sgt. Slaughter 1986 (


Government conspiracy I tell you!

03-15-2004, 10:58 PM
i got some sweet faces too like band of brothers looking ones:) but the mesh on them are also alittle fecked up :\ but atleast they arnt all twisted like the body im trying to mesh :S

03-16-2004, 11:05 PM
looks like i might be getting somewhere >_<

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