12/21/2023 0 Comments Wings 3d uv mapping guide![]() Make sure the mirror direction is -X and merge with original and merge vertices is selected. In the Polygons Menu Set: Mesh → Mirror (w/ options). ![]() Select the dragon and The new half has the exact same UV layout as the other side, which also means that the UV shells overlap. Once you have lain out the UVs for each shell, we can mirror the model to create the other half.The faces of the dragon model itself are different sizes, and this should be reflected in the UV space for more even texture distribution (more detail for larger faces, less detail for smaller faces).įor the various dragon parts, you will want more natural shapes like the feet and wings exampled directly below. It is important to note that this is NOT necessarily optimal. Skim ahead several steps, you will notice that most of the UV shells have been formed into tight rectangles to make the most efficient use of UV space. The Tool → UV Smudge Tool is also very helpful to manually 'push' and spread UVs apart. Try and experiment with varying levels and combinations of unfold and relax using the the Smooth UV Tool. ![]() This tool combines unfold and relax as a virtual silder. However, what you will most often use is the Tool → Smooth UV Tool. Polygons → Unfold helps to unfold overlapping UVs. ![]() Relax will not affect the UVs along the border of the shell so you will have to tweak these by hand. This will try to make the UV faces the same size as the 3D model. Be sure to set the Edge Weights to World Space in Relax (Options). Polygons → Relax is useful to space out the UVs. You will find a few tools that will make this process a lot easier. Once the different parts of the dragon are sectioned off, you will have to clean up the various parts that have overlapping UVs. This will highlight the seam edges of the shells. TIP: Shift + Right Click inside the UV Texture Editor workspace to Toggle Texture Borders. Pay attention to where you are creating your seems. Do this for every shell you created so that every UV is a part of a connected projection. Move the UV shell to the side for the time being. Open the UV Texture Editor to see how the projection has lain out the tail. A good UV layout will be characterized by squares that are of fairly uniform size and are not distorted or stretched. Up the Repeat UV on the Checker pattern to about 20 or so. Using a Checker render node is good choice. The example below uses a Cylindrical Mapping for the tail section, since the tail is roughly cylinder shaped.Īs you lay out your UVs, it is a good idea to apply a temporary texture to the model to see how it is affected by the UV map. Select the faces in the shell, apply a projection, and then adjust the projection manipulator as necessary. For each shell we will choose a projection from the Create UVs menu that we think will give us a good initial UV layout.You can now quickly reselect the shell by Right-clicking the set and selecting Select Set Members.Ĭreate the shells below: Tail, face, front of hand, back of hand, arm, bottom of wing, top of wing, body, leg (can be the entire thing or top and bottom), top of foot, and bottom of foot. Once you have selected all the faces of a shell, go to Create → Sets → Quick Select Set. You will probably find the Paint Selection Tool very useful in this task. Each of these selections will be a connected set of UVs in the UV map. Next, we will divide the model into various patches or shells. You may want to hide them until render time. You don't have to worry about unwrapping the eyes, claws, or horns. The duplicated half will have the same UV layout as the other side. We will unwrap one half and then duplicate the other half over. To make the UV unwrapping process faster, we will first delete half the model. Placing a texture onto this UV map will create really bad results. As you can see, the UV map for the model right now is not very clean or organized. Most of the work of unwrapping the model will be done in the Window → UV Texture Editor. We are going to open Dragon Cove towards the end of your assignment. We will be using the Dragon Whelp file for this assignment. Second, with this UV map as a guide, we can paint the surface color of the model into a texture using Photoshop. First, we must create a suitable UV map for the geometry. The process of texturing proceeds in two stages. To learn how to texture map a complex character.Īfter you have modeled a character or object, the next step is to texture it.
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