Unwrap Uvw 3ds Max Easy Way to Any Model
SUMMARY:
The following is a tutorial on the entire process of preparing a character for texturing. While there are many ways to approach unwrapping, including pelt maps and other quick-and-dirty techniques, the Precision Unwrapping process described here maximizes the user's control over the final result.
This first page is a high level summary of the entire process. The following six pages explain the entire process step-by-step.
Please see links to the right to view other pages of this tutorial.
STAGE 1: PREPARATION b) Checker Map: Create a checker material and apply to your model (can be a checkerletter map). Increase tiling (20x20 is often a good starting place). c) Reference Mapping: Apply Unwrap UVW modifier. Hit [Open UV Editor] to view 2D UVW space. Hit Face Selection, go to Mapping/Flatten Mapping & hit [OK] for a quick, full unwrap. Select all UVs & scale down to a dot. Move out of the 0-to-1 square to fit into a white checker space for later reference. |
STAGE 2: UNWRAPPING b) Apply UVW map and use the 5 steps:
c) Apply Unwrap UVW, hit [Open UV Editor], select UVs & move out of 0-to-1 square. d) Convert to Editable Poly and choose another area to map (step [2]a). Repeat until all parts are unwrapped. Confirm by applying Unwrap UVW with no particular area selected and check to be sure the entire Reference Map is gone! |
STAGE 3: CLEAN UP a) Reduce Seams: Stitch together related parts like flesh on lower & upper arms. Different materials should NOT be stitched, like flesh to cloth. b) Group by Color: Texture painting is easier if grouped by cloth, flesh, etc. c) Prioritize: The most noticeable or detailed parts get more space. A face needs 1/5 the square, even though it is 1/20 the total surface area of a body. Feet bottoms can usually get less space, as they are less visible. d) Optimize in the 0-to-1 square: Scale up parts & re-arrange for less wasted space. Mirrored parts can be stacked for less texturing work (symmetrical faces, right & left arms, etc). Leave at least 5 pixels gutter for normal mapping. |
STAGE 4: EXPORT UVW COORDINATES STAGE 5: PAINT IN PHOTOSHOP
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STEP 6: CREATE MAX MATERIAL Apply JPEGs to Maps Channels. Apply the material to the model and render. |
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3D Studio Max Precision Unwrapping:
Source: http://www.madwomb.com/tutorials/jasonwiser_tutorial_maxUnwrapping01.html
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