Hi, and sorry for the delay. I've been forced recently to substitute my fried card with a older one and now is a real pain to work with any graphical applications, as I'm having lags, freezes, lock ups and crashes all over the place, so this has cost me more that I though.
Anyway, reading your posts the other day, I though that it could be a good thing to have some images to look at when reading about this issues, and Jarink's example convinced me even more, so I've taken "a couple" of screenshots to help ilustrate some examples.
I hope it's clear enough that I'm not playing the smart ass that points what others made wrong, that's not the spirit of this nor my way of thinking about it.
I rather think that having a better perspective helps to have a better understanding, so better take this as a a learning approach, in the thinking that, knowing the matter of UVW mapping for skins a bit better, maybe we can try to avoid doing some kind of things or have clear and informed reasons for preferring some aproaches to others, plus, a bit of sharing thoughs and feedback can't do no harm...
I've picked up a couple of Loku's examples to start with, first one the P40, so here's the P40E skin with his shared bottom wing:
I think that this layout aims for the greatest resolution possible for the main parts, reducing his number, making big UV shells, even to the point of having to sacrifice some of them, -like the missing bottom wing and the bottom of one of the stabilizers- to allow the necessary space for the smaller ones.
Strangely, also the bottom of the stabilizer is scaled along his lenght to make it fit in the texture.(compare the shape with the upper counterparts)
The bottom of the fuselage is mapped from a side projection wich introduces strecthing in the areas involved.
This issue of having parts lacking a projection from the right direction for all his sides is a recurrent issue encountered in many examples.
It's interesting to compare this with the P40B skin, so similar in shape but with very different layout in skin:
This example has a smaller resolution in general for the bigger parts than the previous, but in this case you can find that every main part has his space in the skin with no shared uv's.
Also, it has bottom side mapped from a bottom projection, making this area as easy to skin as any other. (a small area at the top of the tail is still mapped to the side, though, but maybe is hardly noticeable)
It appears to have more parts mapped and with unique UV space than the anterior example. (cockpit interior as example)
it seems too a good example of what Jarink and Phase commented about dedicated space for both sides of the main wheels.
both examples have mirrorred fuselage sides.
One question that comes to my mind is, do you prefer to work with symetrical layouts (like for the wings arrangement) over a bit bigger ones but no symmetrical? (both cases with no mirrored or shared main parts)
I mean, sometimes is possible to achieve a bit more of resolution if you don't put things symetrically arranged but filling every possible space rotating or moving the parts around.
The other one I've picked from Loku, and also Rock mentioned, is the P38 shared and mirrored tail booms, P38J in this example.
As you can see, there is only 2 sides mapped for both tail booms (keel and rudder included) so we'll face some inverted sides. maybe it would have been preferable to mirror half of the bottom horizontal stabilizers (as they don't have unique features) to try to have space for non mirrored keels and rudders, as usually they carry markings on them. but I don't know, what do yo think about? Liberator double tail comes to my mind, with half inside and bottom parts shared but top and outside parts with dedicate space.
Apart from this, here we encounter again this aproach of mapping the top and bottom parts from a side view with the consequent stretching for top and bottom faces. Orange marked areas in the skin are top and bottom related faces, so you can appreciatte the amount of texture space given when projected from the side. The red faces in the mesh view shows the related top area involved. (Only area on base of turbo is mapped from top projection)
Here you can appreciatte the effect when a texture is placed , regular-sized squares are shown on top of wing:
mirrored fuselage sides is used in this example too.
The next example I've pick up is the spitfire from Rock's post, the model IX. So here's a view of the mapping of fuselage and tail:
I think that the problem comes in fact, from making a cylindrical projection for the entire engine-fuselage-tail.
The effect of perform a cylindrical projection in a regular cylinder is a rectangular shape with more or less wide and length, as you can see in the skin. This is useful for meshes with some resemblance with regular cylinders (like engine cowlings, wheel struts, machine guns canons or many others). But in any other cases some amount (being big or small) of distortion is expected.
In the spitfire case, these UV vertices of the tail part, being stretched for the cylindrical projection to conform that rectangular shape, (while the tail, has a truncated-cone-like shape) is what introduces this weird distortion.
Here's a side view with a texture in place to help show the result:
Now some assorted examples about small technical flaws while doing a model, that Rudi jaeger mentioned in his first post:
A20G:
I-16-24, (model 5 doesn't have the issue):
Avia B-534:
And another point from Rudi's post of interest to me, "light mapping issue" with the engine cowling on SBD and alikes:
Rudi, I don't know if I understand well this issue. the problem is only:
- having the front part of the cowling (the front faces of it), using planar mapping? (while the rest of the cowling other than the front, uses cylindrical mapping)
- having them mapped to a separate area of the skin than the rest of cowling?
- added to this, the fact that the cowling is mapped in a cylindrical fashion, and being in a separate area than the rest of fuselage (plannar mapping here), with the same end result than before?
all of this making you having problems when painting light effects on it, consistent with the other separated parts?
or all the above approaches added one to another?
for me is interesting to know, because having the cowling separated from fuselage, may help in having a bit more resolution for the entire model, as the lenght/pixel ratio increases a bit with this approach, and this is proportional for all the parts. I'm used to make a kind of puzzle game throwing pieces cutted from 3views in photoshop and playing with them trying some arrangements to see the possibilities.
Here you can see an example from Hs 126 mapping test, from starting point to a couple of iterations:
As you can see the last example has a bit bigger parts than the previous ones.
Hs 126 is just one example. but there are many others planes that face the same situation.
So I'd like to have a better understanding about this light mapping issue to help me decide the most preferable/less drawbacks for anyone approach.
I've taken the next couple of examples from Knochenlutscher post, but I think both deal, more or less, with one important point that Jarink makes in his first post: inconsistent mapping
First one is Me262. As you know, me 262 has a triangular shape when viewed from the front, so maybe that's why the autor (respect to him) has chosen to map the Me only from the sides and from the bottom. The only part mapped from the top is the area around the holes of the cannons, presumibly because, if mapped from the side they will be very stretched.
Like before, the orange marked areas corresponds with top and bottom faces but mapped from a side projection, so having some amount of stretching on them.
An talking about inconsitent mapping, in the case of the bottom rear that Knochenlutscher commented, you can see, that while the front bottom part is mapped from a bottom projection and everything is right there, the rear part that faces the same direction is not, because is has his faces mapped from the side, so this tiny area is badly stretched. (my condolences...):
The other infamous example is Me-163. (your post made me laugh about it) In reality is not that bad. I mean, I think the me-262 is a worst case than this, due to his inconsistency, and both are caused, probably having in mind to save space while making the mapping.
The shape of me 163 in his rear part is like made of three shapes: one rectangular stretched box for the bottom, one truncated cone for the middle and one half of a stretched cone with different diameter for the top part.
The problem maybe comes from simplify this complexity having for all of them a single planar mapping viewed from the side.
This introduces some stretching mainly in the rounded areas (yes, this includes the area where the historical markings should go... my condolences again...)
The B-17 problem posted by Jarink speaks by itself, so I guess no further comments on this is needed.
Another interesting point is given by A1_Phoenix about the mapping of prop spinners, so I've taken a couple of screenshots from both examples to show these two different approaches and the final result (I left out the bf 109 example). First one is the mappping layout for the prop spinner of a finnish Hurricane MkI:
and second the mapping of a prop spinner for a british Spitfire Vb:
and the result (hurricane MKI):
this shows that it's a bit difficult to draw something in the base of spinner without distorsion, maybe better for one colour spinner without details and probably for painted spirals (someone can tell about this?)
(spitfire Vb):
you can see that there is some small stretching going on, that runs toward the tip of the nose cone, but shared in an even fashion.
The main advantage looks that the rear area, where most detail will show, doesn't show noticeable distortion and allows details to be painted there, and you can draw lines going around the spinner too.
I would also add to the sumary made by Pursuivant (thanks):
-uncheck "normalize texture" when doing UVW mapping for consistent scale. Wait till have everything UVmapped before scale everything down.
-always maximize space in the texture. unused or misused space will be loaded anyway... so better make use of the whole of it as much as you can (without become obsesed) and make it worth for this full 1024x1024 pixels to be loaded in memory
and a couple of question to finish this looong post:
-do you usually work in the same scale and resolution of the skin or do you work at a bigger resolutions?
-As you know many single engined planes have some way of deal with torque, one of this being, having an offset to some parts, as engines (many italian planes and bloch 152 as extreme example) or tail surfaces (most of them) So, is right to assume that is better to have offset parts mapped in the skin without the offset?
And that's all for now, thanks for the comments so far, and I hope this can help to have a better understanding about the examples posted by skinners and some of the issues (and the challenges) encountered by them and by anyone approaching this task of making UVW mapping.