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    19.053 Studio
  1. 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
  2. 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). 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: Each of those UV sections have been divided in to it's own selections like so: And I have applied an individual material to each side manually. 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? 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