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bnine

Best way to apply a texture to product

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Hi everyone, 

I've been learning c4d for some time now and set out to do a project for my self. I have however been struggling a little bit with UV's and texturing. I know there are a lot of different ways of doing something, but I really want to learn how to do something, if not the right way, but the best way from the start. So here goes. 

I've basically modeled a bag of flour and I want to texture it. I am a beginner and I've looked at a lot of tutorials on how to achieve the best topology and so on, so hopefully it's not to bad :)

When I apply a checkered material to the entire model, it's not to bad by the looks of it. Minimal stretching and overlapping (might not be perfect but not too bad - please explain if I am wrong).

 

5b446ba52df49_side2.thumb.PNG.c301f32750ffdf7d4e4edcc65cf0d694.PNG

But a checkered bag is not what I want. I want the individual sides to have its own texture (front, back, left, right - bottom is not so important). I have UV unwrapped it manually - it was a mess to begin with since there is a pretty sharp fold at the top. This is the result: 



UV.PNG.8112870a0b499a54bde8d04069234097.PNG

 

Each of those UV sections have been divided in to it's own selections like so: 

Selections.PNG.d5efa6d79a631d5babf6fcdc448d7091.PNG

And I have applied an individual material to each side manually. 

Tex1.thumb.jpg.3b5d0a93653afe3fdd7302bff7d6fdd8.jpg

 

But as you can see, the checker is stretched and sort of not looking good at all, but the graphics are not too bad (FRONT and SIDE RIGHT text). In order to get it to look like that I had to manually (by eye) adjust the texture tag properties (Offset U & V, Length U & V, Tiles U & V) as seen below. This seems like the wrong way to do it. Since I added the texture to a selection, did I really need to UV unwrap? 

 

5b446c2323064_UVcoord.JPG.9147d1cd003a2c3dd1a21793f4fc7e9f.JPG

How would you guys go on about doing something like this? Since this is a real product, the texture has to be pretty much spot on and I feel I've missed a few steps. When I put on the actual package texture - It does not look to bad. It actually looks pretty good, but the process on how I achieved that feels janky and not something I would believe is the best possible way. 

Any help would be highly appreciated, If I missed out on some information, please let me know! :)

Thanks everyone

Ben
 

 

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Hi

 

If I where to use projection based texturing then the seams of the topology must be right where I want them between each side, then a selection set can be used, all Uv islands must be 1:1 scale in relation to each other, but If I went the UV route which I tend to do as I want to save the asset out for use in other software then the key things Id take into account are as follows.

 

1:  Unwrap so that there is almost no distortion in other words all checker textures are of equal size and shape.  If need be id split the sides where the sides have different textures otherwise id leave them connected.   It also goes without saying that there should be zero overlapping Uvs.

 

2: If you do split the model into separate Uv islands your want to keep them in 1:1 scale if the textures are the same scale on all sides such as if you have the same font and text scale on more than one side.  The 1:1 scale means that  the scale between the front, side, top and bottom should remain the same in relation to each other also on the UV map, this will be evident when there are larger checkered squares on some parts than others which means they are getting less pixels than islands with more checker squares.  You can of course have a Uv island to have more space than other islands by choice in order to get extra detail into that area, but you need to be aware that the other islands will have less pixel space, hence less quality.

 

This is in part why I try to keep the whole model connected as one single Uv island if possible as it it helps me get the texture more consistent across the whole model with less seams, less issues.

 

Dan

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  • Hey Dan, thanks for your reply! 

    I partly understood your answer. As of right now my UV is split up in to four islands. If I understood correctly, it could just as well stitch them together as one whole Island. That does sound logical and as you put it yourself, less issues. I guess that would be beneficial for a model like this where it basically is a square but slightly modified. 

    One thing I dont quite understand is if I put a checkered material on the whole model (not selected areas) - the checker is pretty good. But when I apply a checker to a selected area (for example the front surface), it's all of a sudden stretched. Is there a way to "auto scale" the texture so it's all 1:1 after uv unwrapping or is this done by eye? The only way I can fix this is by editing the settings in the texture tag which also is done by eye. 

    I should probably have mentioned from the start that the front is the only part of the model that will have a texture that fills the entire surface. The sides and back only have a texture which is basically text (product description, barcode, ingredients and so on) with an alpha background. This makes it a bit easier on this model since there is no edge on the sides that needs to "perfectly" align with the front surface . There would only be a blue simple material on the absolute bottom layer of the model like this (hierarchically): 

    - Front (full surface solid)
              - Side and back texture (text with alpha)
                        - Blue simple material (solid)

    Again, thanks for your reply! 

    Ben

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    Make sure that when you apply the Chequered texture that it's been applied using the UV mapping not any other projection mode.  If I had no intention of making this as an asset to be used outside Cinema 4D and the service and base colour is the same all the way around with only a couple of texts prints then I would simply apply a single material to the whole object and then project some decals on the front side and back but that's only if I had no intention of using it as an asset for the future outside of Cinema 4D.

     

    The easiest thing to make sure that you are looking at a proper uv tiled texture is to use not a procedural checker but use a texture map applied to the diffuse colour channel then you know that's the map has been applied using your UV mapping coordinates.

     

    I'm not at my computer right now but from memory if you go to the difuse chan ,surfaces of your material and select Chequered and make sure that the that the u and v have the same number in its field that's say  12 by 12 then open up the UV view in cinema 4D and you should find that when you move around the UV Islands or scale them that's the texture should move and scale at the same time if they don't then you know that the Chequered texture is being projected.

     

    Dan

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