cancel
Showing results for 
Search instead for 
Did you mean: 

UV mapping - please help an idiot

wilberforce
Honored Guest
I've been enjoying Medium, and have gotten to the stage where I'd like to export meshes, texture them properly, and do some little renders in Marmoset Toolbag. However, I seem to be falling at the first hurdle - UV Mapping.

For example, I created a human head. When I exported it, the UV wrapping was bizarre. Ideally I'd want the face on the texture map, so I can paint all of the details in, and then the rest of it wrapping around to the sides. You know, normal. But instead, it's all over the shop. If I'm lucky, there's a huge seam down the front of the face, instead of at the back of the head.

Can anyone please suggest a way in which I can create sensible, practical UV maps so that I can create textures properly? Better yet, if anybody can suggest some sort of workflow between Medium/Substance Painter (or similar) and Marmoset, that really would be amazing. I have Googled a lot, but found very little. I am a real newbie to this, only having used 3DS Max 15 years ago. 

Thanks!
5 REPLIES 5

InkyTheOctopus
Heroic Explorer
I'm no expert , but this is how I currently use Marmo'.......

Medium export:
Paint = Textures
Triangles = 100%
Texture size = 4096
Normal = Tangent
Texture file = TGA
Mesh File = OBJ

Marmoset:
Load obj.
Check scale reference in Main Camera tab (left panel) usually I set scale to centimeters to match scale reference image. - then uncheck reference scale again one it's set correctly.
Delete all the sculpt layer materials that are generated in right hand column.
Create new materials for each layer (drop the new materials onto the correct layer on the sculpt) then assign the relevent TGA file for each layer in Albedo , Occlusion , (Gloss optional) - I think it's the same layer TGA file for each of these slots.
Uncheck "use mini maps" in the settings window for each of the above.
***I don't plug in the Normals map. *** (this never seems to map correctly??? , so I just omit it)
You can use and adjust most of the material property sliders (specular , gloss etc.) without plugging a map in. 

Click on SKY tab (left panel) and  drop a couple of lights into the scene and set to OMNI light. (use ALT key and left mouse button to rotate sculpt and position lights Z axis) 
Click on individual lights in hierarchy tree (SKY) in left panel to adjust settings.

In the RENDER options (left panel) I set everything to max quality and adjust the sliders as required (but tend not to use "local reflections")
Set capture tab settings to max quality for still image renders.

(if any of this contains technical errors , correctional comments from other users are most welcome!)

See pic below (click on it to enlarge) 🙂

3kkcfipr4010.jpg
https://www.oculus.com/medium/artists/inkytheoctopus/

wilberforce
Honored Guest
Thanks for that, some really useful information there! That has cleared up a few Toolbag questions I had. However, I'm still stuck on how to create new textures etc due to the mapping issues I'm having. I want to use photographic textures, which I couldn't apply in Medium. If anyone can please offer any tips about that, I'd be really grateful.

P3nT4gR4m
Consultant
@wilberforce The phrase I think you want to try typing into google is "retopology". That'll let you create one of those sexy maps you see on the game characters where you can overpaint it in photoshop. Be warned - retop is evil and will swallow your soul if you're not careful.

lord_of_shred
Adventurer
Hi wilberforce,

An @P3nT4gR4m said, I would also look into retopo, because that would be the most sensible thing to do with sculpted meshes. But I you just want to use your mesh from Medium, I'd suggest making a new UV layout.
A free and easy (but not perfect way) is to use Roadkill UV. It's based on the Blender UV tools which I personally find really nice and fast for organic shapes (coming from a mostly Maya background) to use. If you need more, just check out one of the many Blender tutorials on UV mapping and get Blender...which is also free.
Have fun with that.
Cheers.

Anonymous
Not applicable
@InkyTheOctopus great post.  Enough to get started with it, and the only source I've found so far.

Quick Visual of the settings choices inside medium for export

95ncw1dgcikq.jpg

Took me a couple of hours to figure out some things, in part because I didn't read carefully, so I'll post them here and maybe save some others from the same problems.  For the first test, I just used a simple one layer painted object, to minimize the number of things I had to figure out at one time.  Any mistakes or further insights, feel free to correct me.

Selecting the right map for Albedo, etc.   If you use the normals map you'll lose color information and just work with the base clay, as far as I can tell.

.tga MAP                                                                               _nrm.tga  NORMALS MAP
jgkmuk2yhl6j.jpg
 Use the regular .tga file

The scaling to cm is (apparently?) set in Edit > Preferences
n2bg9mkqcqiv.jpg

I've barely scratched the surface of this program, and I'm sure there's a list of hot keys somewhere. 

[ALT] + Left Mouse Key work as described in the original post.  Additionally, I noticed that [SHIFT] and the left mouse key will move the overall background lighting overlay.

Since this is the only medium+marmoset specific thread that is out there, at least which I've been able to find, it would undoubtedly be helpful for other information, deeper understanding of this combo is posted by more experienced users.  Tips and hints are always useful!

At any rate, hope this helps some others, as this tool definitely gives the renders some spark, from what I've seen in the sketchbook threads.  Once things are set up, most things are slider based, so the program is pretty intuitive.  Ctrl-Z allows undo for pretty much everything I've run across, which is also good while testing.