Lithunwrap Tutorial
Lithunwrap Tutorial
IN
LithUnwrap
(A simple tutorial, part I)
by
OM
e-mail: [email protected]
INTRODUCTION
LithUnwrap is a nice software for UV mapping a 3d model. There
are many others to do the same but the good thing about it is that it
is free and thus a good choice for the beginners and for those who
wants to get the heck of UV mapping and texturing.
http://www.sharecg.com/v/5169/Software-and-Tools/LithUnwrap--
-Free-UV-Mapper-for-Windows
It has small size of just 633 kb, and comes as a zip file. Just
decompress it to a folder and double-click the unwrap.exe file. In
my windows xp, it works fine without any hitches. But, I can not
say about other OSes.
So, what they do is- wrap an image over the 3d model to add detail
to it without increasing the number of vertices. The image wrapped
over 3d model is a texture. Now, another question arises is how to
wrap the image correctly, so that it falls over the right places on the
model. The information about how to wrap a texture on the model
is called UV mapping in technical terms. LithUnwrap does this task
for you while giving you options to do it correctly.
So, our assignment is to UV map a box. The box has LEFT, RIGHT,
FRONT, BACK, TOP and BOTTOM written on its respective sides.
What we want to do is: we will place textures on the each side of
the box. In other words, we will UV map the box to place those
textures correctly.
We will need:
A. 3d model of a box.
B. 6 image files that will go to the six sides of the box. In these
image files we want the LEFT, RIGHT, FRONT, BACK, TOP, and
BOTTOM written.
C. Create UV map which will define the positions of these image
files. That is exactly what we are trying to do here with the help of
LithUnwrap.
Actual work:
File
New
Box.
But… wait… Where is the box? You can see sides of the box laid
out flat. But to see the box in 3D, you have to open the preview
window.
Preview
Show model will show you the box.
You see only a grey cube as the above image. It is non-textured. To
learn more about preview window, check the preview window
section later in this document.
The images:
We are to create the six image files. Any imaging software can be
used. Windows Paint is adequate. A texture should have the sides
to be a power of 2, that is 32x32, 64x64, 128x128 or 512x512. But
LithUnwrap makes your life easier by stretching and scaling a non-
square image to a square one. So, it is really not necessary to make
the images square, but I believe it is a better practice.
The first tab is Properties, with some editable options, but we are
not going to change it now. Click the second tab that is Maps. We
want to do some modifications there.
In the next dialogue box click Change. The ‘open file’ dialogue box
opens.
Go to the folder where we have saved our images. Now, select the
image that goes to the ‘top’ material. In this example select the
image top.bmp, as we want to use this material for the top of the box.
The ‘View Material’ dialogue box will open to ask you which
material you want to make visible.
There in the box all the materials that we have created are listed.
Currently we have only one named ‘top’ for the obvious reason that
we have crated only one material.
Select the material and click Apply and your material is
immediately visible in the window. To close the dialogue box click
Close.
Now, in the same side panel, expand materials by clicking the ‘+’
sign.
Right-click over the material ‘top’ and click Assign.
Can’t believe me? Well then, let us check the preview. Click
Preview
Show Model in the menu bar. And you are presented
with:
What you are seeing is the same box textured with the material we
created just now. But, we are not yet done, because the mapping is
not what we want as a final result. [Do not forget to keep the preview
mode ‘textured.’ If you have forgotten, see the section about the preview
window.]
You probably have understood what has gone wrong with this
texturing. To learn a bit more change the position of the group on
the main window and see the changes in the preview window.
What actually we have done is that we have mapped the material
‘top’ on the whole cube. As a result, we see parts of the material on
each side of the box. We need to correct this.
But, first we want to see what else we can do at this stage, because
though the mapping is right, still we are ready to manipulate the
UV map that too with feedback.
Now look at the second tool bar which starts with a reset all button
and ends with a familiar help button. Just hover your mouse cursor
over the button and you will know the button’s name.
Familiarize yourself with the following buttons..
Reset all
Rectangle selection
Lasso selection
Select mode
Move freely
Zoom freely
Select by vertex
Select by face
Select by group
To manipulate the map on the box, make sure you are in the ‘Select
mode’ and ‘Select by Vertex’.
then
We have assigned the material ‘left’ to the left side of the cube. How
do we know that we have chosen the left face? LithUnwrap in the
box-mapping mode, maps the sides as below:
So, we can know which side will go where. To check it, you can
open the preview window and you will notice that the right side of
the cube is mapped with a different material than the rest.
See preview and you will see the following in the preview window.
Here the left side of the box is mapped with the material ‘left’.
So, similarly, we will assign six materials to six sides of the cube.
Left to left, right to right, top to top and so on. And we get the
following view in the preview window.
But materials are not mapped appropriately, they are broken on the
surfaces. See above image.
What is wrong with the mapping till now is that we are using a
small portion of the image to map on the model instead of the
whole image. See, the above image, where the top of the cube, gets
only half of ‘O’ and ‘P’ as it falls on the material, see the image
below.
To correct it we can move the vertices of the ‘top’ face to cover the
entire material. Or we can scale the face. The next few steps discuss
scaling a face. But for this exercise we have not used any scaling,
we have used the expand option, which is described later. But there
is no harm in scaling. So, you can try it without any fear.
Right click over the selected face that you want to scale, click
Scale
Free.
The selected vertices turn green meaning that they are ready for
scaling. Left-click and drag the vertex and the face is scaled
accordingly. The option arbitrary enlarges or reduces a face on
percentage values.
We are not going to use the arbitrary scaling. So scale the face to
cover the whole material by free dragging method as mentioned
earlier.
Instead of scaling you can simply expand the selected face to do the
same in a much easier way.
Now we have to save the work. Funny that there is no save button
in the ‘File menu’! But, don’t worry! It is there.
Go to File menu, then Model Save and you can save the model in
any of the formats there and your model properly UV mapped will
be saved. But remember, to see the model textured you need the
texture (image) files also. The textured model knows the folder
where these files are, but if you want to upload or use them in
another computer, it is better to save them in the same folder of the
model, and copy paste the whole folder so that the textures remain
intact. Best practice is to create folder for all textures and keep the
folder inside a folder with the 3d model.
In the next part, I would like to UV map a human model and for
that I would like to use a slightly different method than this.
Press key-s, and you are in the selection mode. Left click on a face
and the face is selected, hold Shift and left click to add to the
selection, and hold Ctrl to remove a face from the selection. Press
key-s again, it will lock the selection and also brings you out of the
selection mode. This selection mode is a very usable tool. You can
not do anything in the model by selecting them, but what is great is
that, once you select a particular face in the Preview window the
corresponding face is selected in the main LithUnwrap window.
Thus we are able to find which face in the main window
corresponds to which face in the 3d model.
On the status bar there is some quick tip to navigate the view-port.
Once you go into the selection mode by clicking ‘s’, it shows the
options in the selected mode.
On a text-box to the right side of the status bar, the current viewing
mode is written. Tex+Smooth+Wire means the current viewing
mode of the scene is smooth textured with wire-frame
superimposed. This viewing option can be changed by right
clicking on the window and selecting the view mode.
When you right-click on the view-port you are given the following
options. I represent it again in a hierarchical manner for easy
reference.
Reset View : Just resets the view to the original mode.
Always on Top: Keeps the preview window over the main
LithUnwrap window, thus making it easy to see and work.
Undo: Does exactly what it is supposed to do.
Redo: Does what it means.
Auto Rotate: Off by default. To turn it on, go to the sub-
menu and click CW for clock-wise rotation and CCW for counter
clock-wise rotation. The frames per second for the rotation can be
set by clicking ‘Set FPS’, and entering the value in the dialog box
that opens. You can see the actual FPS by clicking ‘Show FPS’.
The next section of the menu, is very useful for working in the
LithUnwrap.
Texture: Clicking this will activate texturing of the model. If
a material is set to the model it will be shown instantly on the
model in the window. There are options to texturing.
Flat: Texture is applied flat without smoothing the
edges.
Smooth: Texture is applied on the smoothed out
model.
Wire Flat: Wires are visible over the flat textured
model.
Wire Smooth: Wires are made visible over a smoothly
textured model.
I find the last two options very useful to manually adjust the
material. Also the models selected faces are visible only when the
view is in these two modes.
Wire: Model is shown in wire-frame mode without the
texture. Additional options flat shaded and smooth-shaded.
Flat: Non-textured flat-shaded view.
Smooth: Non-textured smooth view.
Hide: By using this and selecting the group you want to hide,
a group in the model can be hidden from the view. You need to
click apply after selecting the group. Clicking close button closes
the window, does not hide the group. You can hide all by clicking
All and so on.
Unhide: Unhides the hidden groups. Dialogue is similar to
the hide menu item.
View: Click and then sub-select the view required-
perspective or orthogonal. Selecting an isometric view is also
possible.
Select: Is used to select a part of the model. Selection can be
done for all, none, or inverting the current selection. Selection can
be based on name of the group part, view or material wise or bone-
wise. Best thing about selecting it in the preview mode is that the
corresponding map vertices are also selected in the main
LithUnwrap window, allowing us manipulate vertex by vertex.
When you select Faces, you go into the face selection mode. Or you
can simply hit ‘s’ and go to the selection mode. Turning on the
‘select back faces’ select the back face too.
Show: Just click and select the options to see what it does. I
did not find any use for this in UV mapping except that sometimes
back faces remain on the model which are not textured properly
and appears black. Turning off back face clears these. But to
remove the back faces from the model you need to use the 3d
modeler.
You can enlarge the face or move the whole face, by first selecting
the face through ‘Select by Face’ mode. Here on clicking a vertex
the attached face is selected and the whole face can be manipulated
then.
Last mode is ‘Select by Group’ and as the name it selects the whole
group and changes the whole group.
The move freely button, allows you to move the whole window
up-down or left-right and zoom freely button when clicked, zooms
in or out with left-press + mouse movement. Try it to know.
Saving
Remember though that LithUnwrap does not ask you to save your
work once you close the window, so remember to save it. Secondly,
when you open a new primitive or a model, LithUnwrap does not
ask you what to do with the old one and simply discards
everything. So, you must remember to save your work.
Creating new group
(To be written)
Creating new material
(To be written)