Hello people of the request of workers prepared a guide on creating kratenky seat sweep subway😁.Dlya start advise everyone to get acquainted with the interface and tools to Unwrap UVW. to know what tool for what and how to serve. In inete there are many translations of the tools 👌 .Itak, get down! 😉 We have a model subway seat. First you need to determine how the texture should appear on it and identify where we will pass the seams parts sweep. The figure shows a part (6 pieces: Front, Top, Right, Left, Bottom and Back) - we get them march texturing and finally sew in one texture. It also shows the red highlighted line will take our joints for some ribs
decide ... Go ahead. Now we need to identify these seams in our model. To do this in the stack Map parameters modifier Unwrap UVW tool klatsat Point to point seam and begin to highlight the edges and to lay the seams. The tool operates on a similar principle to the Cut tool in polygonal modeling, namely, press 1 time a lion. Cl. mouse in a place where there is verteks on the grid - this is the beginning and end of the weld seam is delayed by pressing the lion. Vol. click on another Vertex (on this edge), thereby making the end of the seam (see. Figure 2). Press pr.kn. mouse pad we stop seam
After gasket joints we have to get the result as shown in Figure 3.
Further rollout modifier Unwrap UVW are thrown in face selection mode, as well as advise to include a check in the checkbox Ignore backfacing, which prevents accidental release of face with splayed normals. Select the front of the scanner
then go to Edit mode, and then click Mapping, and the drop-down list, select Normal mapping
Next to Normal window mapping to the front of the scanner, select from the drop down list the method of texturing * Back / front mapping (* method is selected according to the selected part, such as a dedicated part of Left, respectively, select the Left / Right mapping, etc.), click oK. Figure 6 shows that we must eventually moluchit
Similarly, you need to get the rest of the scan (6 pieces) Next you need to make all the pieces produced to get the whole sweep of our seats. To connect the two parts together by a common seam to find the most common joint. In the Edit mode, the selected one of the two parts of the total allocated sweep seam thus possible to determine where the abutment 2 parts
when it is determined where the total seam for both parts, customize how close to each other (sometimes it is necessary to scale or rotate the part to be folded seam locations to each other) joint space joints. Then we switch to the selection mode and select Ajay edge where the seam on one part, and the interface is automatically highlighted place to another (adjacent to it) of the scan
Once common seam it should be allocated to sew and combine together the two parts of the sweep, do it on the 9th drawing.
Similarly, we collect the rest of the scan. After the unification of all parts should receive continuous scan seating both on the 10th figure 👌.
that's basically all I had to learn in this texturing modeli.Probuyte if that write , we will discuss and corrected
Hi Denis!Unwrap UVW is just a tool for managing the mapping of models, so it's not entirely correct to argue if it haves textures at all 🙂In it, you specify how any texture will be distributed over the surface of the model, just there the supposed texture is represented by an equal footing. Perhaps the fact is that technically, with a render (both a viewport and a final one), a "square space" in memory is allocated for each texture. Those. If we use the texture of 1024 to 648, then the memory will be allocated as on the texture of 1024 to 1024. Therefore, in any case, the square texture is better. Not depending on the mapping.In terms of using models, the square texture is also better, because when you want to change the material, and make the texture of the tree, rather than the metal, for example, you will either have to adjust the texture of the tree to the aspect ratio of the metal, which already sounds strange, or pick the mapping, To fit it into a new texture. It's easier to do everything square and that's it.The texture of the uneven pattern can be repeated multiple times in Photoshop to make it square. This is the simplest and most reliable solution 👌Despite the fact that I persuaded you (probably) to move to the bright side🙂🙂 of the mapping and use everything to make it equilateral, if it is a specific model and a single mapping, then, of course, it's easier to choose the aspect ratio in the mapping itself. As you said, I have many times pointed out mistakes and, it seems, explained how this is done. So now I will summarize and explain how to do this by simple actions. If your texture has "wide" proportions, then cut everything you have in the sweep. If on the contrary, your texture is "high", then make the scan lower, again, with a disproportional scaling. If you want the texture to repeat more times - proportionally reduce the elements of the spread. Less number of times - increase. The main thing is to follow what is happening in the viewport, on the model itself, and you will immediately feel in which direction you move😉
The unfolding of curtains is done very simply, approximately as a sweep of the whole organic. In unwrap uvw select all polygons, press the Pelt Map button. The Edit UVWs and Pelp Map windows appear. In Edit UVWs, you see a circle inside of which on the "stretch marks" will be your curtains assembled, as in the scene. This curtain needs to be deployed ideally in a flat rectangle. To do this, simply press the Pelt Map. An equal rectangle does not work, but it's okay. Then you need to press Start Relax (this will loosen the tension where it's excessive and the curtain will take an even more correct shape). Press this button several times until you get the result that suits you. I pressed 5 times. In Relax settings, in Settings next to it, I chose Relax by Polygon Angels, Amount 1. Next, check the sweep for overlapping and eversion of polygons in the Polygon control mode. These are the two buttons Select Inverted Polygons and Select Overlappted Polygons in the Select tab. If some polygons are highlighted in red, then simply manipulate them manually by dragging the vertices. It remains only to scale the sweep so that it fits into the square 0,0; 1,1. That's the whole trouble 🙂I had to optimize the curtain decently, right up to 4,000 polygons, because my old laptop twice hung when I tried to do the above operations with the original curtain. If your computer pulls, then you do not need to optimize, if it hangs up, gradually optimize to achieve an acceptable result, because with such an optimization, as I did, the curtain does not look very good🙂 And the texture itself is very low resolution. For clarity, I apply a photo with the overlay material Checker, which shows that the texture falls very well, and also the screen of the sweep itself.
Perhaps you are doing something wrong.Here is a simple example with boxing:I drew a primitive, translated it into Editable Poly (Skollapsila).All faces of it have a different ID, so they will, until you break it into the ID manually.Let's say I want all the polygons to be the first ID. I will select all polygons and assign them ID 1.Then I decide that I need one polygon with a second ID. Also, manually change its ID.If I now assign the material to a multi-sub, I'll see how it works on the model.Next, I need a sweep. I'll do it.And now I change my mind and want another polygon with a second ID.For this, I need to drop the Edit Poly modifier on the model, select the required polygon and assign the desired ID to it.And after removing the selection from the polygons, I'll see that he changed the color ....If to me suddenly for some reason it is necessary to collapse all, well, we make a collapse.I want to see if my sweep, which I did earlier, was saved ... For this, I'll just put the UnwrapUVW modifier on and open the window of the sweep itself.Everything seems to be in place ...Well, and so on .... I wanted another polygon to make a new third ID again, I'll do it through Edit Poly.And your last question is that nothing is selected .... Hmm, that's all there is chosen .... You drive into the Select ID field with the desired ID number and then you have to press the SELECT button. And everything will be chosen ...😉😉😉Pisanin for half an hour, and business for 2 minutes ....
Good evening, I'm trying to texture the model I created for the game mode, but when I try UnwrapUVW in an administrator, applying Flatten Mapping texture splits into a huge number of polygons .... and collect up to a pile as it seems to me if it's real that no evening is sitting. Some models scatter as it should and some just horror. I attach the reference to the picture. Help me to understand.
You shouldnt expect anything good from Flatten Mapping. It works just like this: spreads every flat face along a template, well, not taking care of the seams, the integrity, or the location of the neighboring pieces.
For a good mapping, you will have to use a more efficient tool. In 3ds Max, this is the Pelt technique of the Unwrap UVW modifier, or the old-school manual unwrapping by the means of selection of the desired general logical piece, the application of the planar projection onto it, sewing them to the desired place. Also, there are very good 100% automatic unwrappers in other software products.