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UNWRELLA Step by step unwrapping and texture baking tutorial
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1. di E ia nas oO Uh ck p Hodier Li Mot i nno amp ela Jreman Uyy Veite Edge Fa table kerh I wi 5 i0 15 25 i 5 di 45 Si 55 n 55 7 75 a 5 a0 36 100 bien Selected 0G ind 25 4ex Auo Key Seleched si i a F a k enddia elect chines Gi Add TimeTag eap s Key Fil 1 je ff a rg i a Bur 7 F r FF F The result speaks for itself Within seconds we get an optimal UV Map without any extra work 1 The final UV Map is being displayed on your screen The UV pairs are already unfolded and optimally packed 2 You will notice a new blue line on the round part of the body This indicates that Unwrella was not able to unfold this part of the geometry without stretching it too much Spherical shapes need more seams to be unwrapped without a lot of stretching so unwrella took over the work and decided where to split the UV Map in order to get the best result This operation happens also automatically Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details File Edt Took Group ie Create Modies Animation Graph Editors Rendering Customize MAXScript Help Ornaris j i A yea Pa Unwrella os a E i nn 1 Introduction a_i lr oe ae tt se IS Content LA TAYS fart By g VW n VAI A N uN Be N er i i BE x e o A a Defin
2. UNWRELLA o 4 m Step by step unwrapping and texture baking tutorial Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details we YZ Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Unwrella Step by Step automatic unwrapping and texture baking tutorial 5 Introduction 4 Content 10 Defining Seams in Max 16 Applying Unwrella 20 Texture Baking 29 Final Result 30 Unwrella FAQ user manual Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details we YZ Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Introduction In this comprehensive tutorial we will guide you through the process of creating optimal UV texture maps Despite the fact that Unwrella is single click solution we have created this tutorial with a lot of material explaining basic Autodesk 3DSMax work and the philosophy behind the Render to Texture workflow This method known in game development as texture baking together with deployment of the Unwrella plug in achieves the following quality benchmarks efficiently Textures with reduced texture mapping seams Minimizes the surface
3. Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edk Took Group Wies Create fodiens Animation Graph Editors Rendering Customize MAXxScript Help Ormatrix Sy tmeess 8s Bet Xv 7 Be 7 0B dell i Unwrella 2 Gutter padding il Lineeraces thes object E 10 15 ea D 5 a ta di 45 an AF of oF Fil T a EE or oF 10 5 bert Selected i e ida DE dee ia Kee Caa e gz sE L i BL I LIS i n a ron aj E Sh Eau Fal II amp E r na n I Ge i sa HI vo Tz At this moment we have finished the custom 3DSMax work and we will engage Unwrella to finish the rest of the unwrapping work 1 Add Unwrella Modifier to you object if it is not already on the top of the modifer stack 2 set padding between the UV parts to 4 pixels 3 And press APPLY This is everything Unwrella will now in few seconds take care of the whole process of unfolding and packing the texture parts Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details eA Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edt Took Group Views Create Miodifiers Animation GraphEditors Rendering Customize MAXScipt Help Ornaris S Al E Y Se oh a
4. Just click at one vertex and then follow the edge flow and select the next one 1 Start with the vertex at the bottom of the tick just in front of the first leg 2 move to the trunk of the next leg click on the vertex 3 and so on until you surround the legs with the blue seam line This is still the basic work in max We are now just learning how to separate the parts of the body for the UV chunk creation Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Introduction Content Defining Seams in 53DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual dering Customize MAX crip Help Ornatrix E a j OLES ACE e 8s Bet 7a Pn gt g ag za n n Fa iI of ij e ri im pr a IT N ai ich pal Mipeiiteer List Edil bash A dor Mi Uras g Senio Lia hi E di Tut 4 Gnd 25 4 After we have finished one side please repeat the drawing of the seams on the opposite side 1 Continue with the vertex at the bottom of the tick 2 follow the edge flow 3 and move to the top side of the tick body Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details YY 7 Beg Ec Repet a ave cd Lis Hap Channet 1 nice Channel Cep gr pri i N Pike Edt Took Group Wiews Creme hiodiies Jinimstio
5. It can take a while since it is a huge file with the 500 000 faces geometry imported from Zbrush After you have loaded the scene you should see the model just as shown above Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Pike Edt Took Group Wiews Create Plodifiers Jinimstion GraphEdtors Rendering Customize MAXScript Help Ornaris 3 a Sk i Hay e o T AJ ni eo a E dh a ot T E E BAr vr a H m Perspectr a fad oO uy es tandeed Prematreet Pet 5 10 15 Pal 25 I cu 4 45 af 55 Fl 65 ti H Gi EE LI 14 LL bieci Selected 0G ind 25 4ex Auo Key Seleched ca S pe Pi di TE PPA CPE g Li Tina Tan al Ea Lo E ey File fe 13 amp pina P Ta F r Ta a After we have seen our complex and detailed model we need now to get our low_poly model we have unwrapped with Unwrella It is at the moment for the sake of presentation hidden Please do following 1 Unhide all press right mouse button somewhere on the screen and Unhide all Inside of the tick_ZBrush you will see now our tick_low_poly Select this tick_low_poly model and press 0 zero on your keyboard Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit ht
6. Texture Baking Final result Unwrella FAQ users manual Fie Edt Took Group Wiews Creme hiodiies Jinimstion GraphEdtors Rendering Customize MAXScript Help Ornaris E n n E Pei spectiy i Bt tees t a MOT tick_pedl kiodiesr Lisi Wether Fett fi Urean ita vz BIS AJ _ Editable Mesh E da Spamy Point To Point Seam Edge 5al To Seam Exo Face Sel To Sean 0 10 il 5 DI 15 iW X 3 I 45 50 E D T a 6 0 5 100 Mica Y z Grid 25 4em Auto Key Selected B nda E 3 i ou Filter DEI li di adime ner g z Ea To finish the bottom part of the body we just need to slice the object along the ticks head 1 Select the vertex at the front leg on the existing seam 2 draw the seams along the antenna and accross the head 3 draw it this way around till you close the seam line on the opposite side Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 Lo Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Pike Edt Took Group Wiems Creme Plodifiers Jinimstion GraphEdtors Rendering Customize MAxScript Help Ornaris a W pl ml si s pa Ov fg 2 d EO lg we i Now we will create one more seam between the body and the front part 1 Draw a s
7. the Selected Element is Normal Map check the path for saving the image and set the Target Slot to Bump 2 Set the size of the texture to 1024 1024 pixels 3 Selected Element Unique Setting should be set to Output into normal map 4 Baked Material Setting should be set to Output into Source Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella File Edk Too Group Wiews Create Modis Animation Graph Editors Rendering Customize MAXScript Help Ornstrix ics pai omea BSS REZZA I Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Global SuperSarmpiing Disable all Samplers w Enable Global Supersamplier Supersample Maps Hammersley a 4 to 40 samples regular in ques condo in Y x GD Object Levet lick_ZBngh o gf H ET io Key Selected J CER at Keu FR wi IA da J e 159 LI E To get optimal rendering results we will now set up some of the values in the Render Options 1 Click on the main menu Rendering Settings or press on your keyboard F10 2 In the tab Renderer enable Enable Global Supersampling and chose Hammerslay This setting will force 3DSMax to render each pixel with two four or even more times better quality It will take longer time for the calculation but
8. 2 0 texels Texture Width Texture width Texture Height Texture height Aspect Ratio Allows to set and lock a texture aspect ratio Unwrapping Mode Polygons All UV chart borders will be aligned to polygon boundaries In this mode the resulting UV maps offer improved compatibility with poly quad objects and obj exports Depending on the size and the shape of your mesh this mode results in less efficient texture space utilization because it can t subdivide more complex polygons along their triangle edges This is the default mode because most artists tend to work with quads Triangles All UV chart borders will be aligned to triangle boundaries Seams can cut along every edge without paying special attention to the mesh s polygon structure This allows for a more efficient use of available texture space especially when the stretch limit is very low High Quality Use high quality mode This will consume more space in RAM and take longer but will produce more accurate results Less stretch charts packed tighter Keep Seams If checked all seams that already exist on the mesh will be kept while unwrapping This results in unwrapping results that are more conformant with certain workflows i e manual texture painting Please see the chapter about manually placed seams for further information Preview If checked a UV template will be rendered as a preview of the unwrapped map This makes it easier to verify the result and adjus
9. Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edk Took Group Wies Create Miodifiers Animation Graph Editors Rendering Customine MAXScript Help Orratrix j F Dilluse Color Map 1 Checke E Bump Mom Bun p Hama Bumg Di Defauk Hamak ap ick_peliHomalsktap tga E Porn i Normal Bump Heemal Bump r 5 T IE H w an 5 an 45 a2 55 Gi oF I TE or pE an oF 100 x n GT 37 ele J s na rect Selected x Bai E v Aan 2 AmE Gd 2540 suo key Selected RI TER r E hes A T x di all au El i j ii g are E r yi 5 ni Now delete the high poly tick_ZBrush and open your Material Editor The texture of your tick_low_poly should look like on the screenshot You can also open the final scene from the tutorial folder 04_tick_low_poly_final_result max Render the scene in Max now and you will see our tick_low_poly with a detailed surface without any seams blurry textures or stretched areas This high quality was achived through our work with Unwrella within a few seconds and you can repeat this unwrapping technique with any other object in your everyday work We wish you sucessfull work and great results by your creative design work Unwre
10. eam on the top along the edge as shown on the image 1 2 and close the blue seam line from below 2 The basic work of pre defining of the seams for the UV parts is done This is enough for the next step pelting Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YF Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Applying Unwrella Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details 7 I7 Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edk Took Group Wies Create Miodifiers Animation Graph Editors Rendering Customine MAXScript Help Orratrix ee i 6 a Hay LEE Je i F _ i prec a rent iai ca tl EA W m i 5 10 15 m 25 x 5 di 45 Fi 55 60 65 To 75 a 65 a0 5 100 x i vt eel el i ne n e 3 I id 25400 fato Koy ERE E TEF ij T a n Sh Kai Fe fi ik pe ea mmj Le i f r a a In the 3DStudio Max the blue lines are only a representations of the seams They didn t create physical UV Edges While having Unwrap UVW open 1 select the MaxScript UV Seams to UV Edges you can do
11. g Final result Unwrella FAQ users manual Defining UV seams in 3DSMax Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details y z File Edit Toos Group Wiews Create Miodifiers Animation GraphEdtors Rendering Customize MAXScript Help Ornarix A ane i Wani E E a T p a e J g Ca eS MR ARE eon Be aon no eh Soeue mee a BaF Y 20 BTE Perspective as Fa Bas o m 7 Vey ia Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking F op Final result Unwrella FAQ users manual i i 10 15 Pall 2 LI dl 45 50 55 bi 65 Hi Th a 65 I P r i rn id Sde Auto Key Selected E oof a zt has been 1 A 7 al ks Eeu Fi mi PA k snd disa to select obod Gi Add Time Tao pe fhe Load the 01_tick_low_poly_start max scene into your Max compatible with Max9 and higher This scene consist of the tick_low_poly and tick_high_poly characters At the moment the tick_ZBrush object is not in the scene we will need it later for texture baking as soon as we finish the unwrapping of the tick_low_poly model Select the tick_low_poly model on your screen Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details y z File Edit Toos Group Wiews Create Miodifiers Animation GraphEdtors Renderi
12. gon or triangles for the UV map calculation 2 set the High Quality on in order to get in some cases even more optimal results Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details LI n n Je at i ra a io IF Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Texture Baking normal maps in 3DSMax Render to Texture Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YZ Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edk Took Group Wiews Creste Modifiers Animation GraphEdtors Rendering Customize MAXScript Help Ornetriz ek e ee RR ee aaa LA Sea Smee Me BO xv 7H Bee Perspectree n Pa ba i Th 7 6 E ho P E Nome selecte fe ice to Kev Gai e s J _Mone Se j I Seeche i T a i i jy el x Ka i j Ii ich i sa 1 r I r ma a In this chapter we will create optimal normal maps for the tick using the projection of the tick_ZBrush on our low_poly_tick that was unwrapped with Unwrella In order to do this please follow these steps Load from your downloaded tutorial now the 03_tick_texture_baking max scene
13. ick Ansh Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking ick peiores NosmakHap 512x512 Final result Unwrella FAQ users manual o di a gt do Key Selected E an at a i i wi IA da J e 159 ie ft After a short time you will get a result just like on the image above 3DSMax has wrapped the projection cage around our tick_low_poly and we now need to set up a few details for the final production 1 Set padding just as you set it by Unwrella by automatic unwrapping to 4 2 Click on Options 3 set the Offset to 6 cm or 2 36 inch depending on your system scale The setting will force the application to scan all details of the tick_Zbrush in a radius of 6 around the cage and paste it on our low poly model Close the window Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Pile Edit Took Group Wess Cheste Miodifer Animation Graph Editors Rendering Customize MAXScript Help Ornatrix Unwrella Il Introduction x GD Object Levet lick_ZBngh Name Obie Swo_ E ek pelt 0 50 Dumat i E Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual a pih a di gl do Key Selected E CER n af Ha F j LIL da J e 159 LI Normal Map texture baking is a process of simply ex
14. ing Seams in ni 3DSMax Bey af ES N a_i l iij i h m a Applying Unwrella S 25 Vere le f mi ba Fn h Texture Baking Bi yh Final result 3 17 i Ca j N Sa 4 ni i da Unwrella FAQ users manual La T 6 5 10 15 20 25 x 5 di 45 5o 55 ea 65 Ti 75 a 65 a0 1E aii ione Selected lid 250 busto Key Selected n ae R i T T el E sy Eau Fili D m e T4 ICK amp r NS a I Ka ci 50 ys I PIA di 1 When we take a closer look and visualize the UV Map with a simple checker texture we will notice the equally distributed pixels all over the tick body the pixels on the legs have the same size as the pixels on any other body part It is hard to imagine how long it will take for an artist to achive such exact pixel proportions over different UV Chunks If you want to compare your work with the current scene stage you can open the next scene from the tutorial archive 02_tick_low_poly_unwrella max Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Cd Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Pile Edt Took Group Wiems Creme flodifiers Jinimstion GraphEdtors Rendering Customize MAXScript Help Ornaris Alternatively you can 1 use poly
15. lla UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YF Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Unwrella Users Manual Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YZ Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Parameters Map channel i Charts jo Testure stretch 0167 Gutter padding Ea Texture Width 2 Texture Height 2 Aspect Ratio 1 0 8 Urnwrapping Mode f amp Fogons Triangles M High Quality Keep Seame IY Preview Apply Colors Map channel Destination map slot This is where the UVs generated will be stored Number of charts The maximum number of charts to partition the mesh into This is subject to desired stretch Use 0 to parametrize solely based on stretch Texture stretch The amount of stretching allowed O means no stretching is allowed means any amount of stretching can be used Gutter padding Width between charts in the texture scaled by width If a gutter of 2 5 is used on a 512x512 texture then the minimum distance between two charts is 2 5 51
16. n GraphEdtors Rendering Customize MAXSoript Help Ornaris r i bi AD ie Pa ce i rl Er i J Fa tag 4 ON SO oe ie Se OE Bex 2tebs Bes Be XY 7 Bee Perspective a x Fa E o Ta n 9 F Total ie tick_padl Pope 1 192 280 del n Vene 596 45 hodia List Unwrella vi l E Fatal ile Base fi FFS 450046 LI i Uraerso LP d I Ma CFan ian a me ftt Ur Pure Ces ay si Sha Urerap Uia i Eha Pi Afghan E das L eps Introduction Sp me eee ey Urea La E ditabile High Pre l d Content Defining Seams in 53DSMax i cee Beck ect By Applying Unwrella Texture Baking aes Final result ni ai Unwrella FAQ A I users manual EdpsSalTaSeane Fin Face Sel To Sean g i i p lo ap i 45 a 5 a a s so 5 100 Ubieci Selected I Grid 25 4cm Auto Key Selected ga a a IG if GP Add Time Tag SetKey gt Kep Fiers 0 Bis To enable optimal unwrapping try always to think in cylindrical shapes To unfold a cylinder like the leg you need to slice it along the length 1 Start drawing the seams from the trunk of the leg connected to the existing seam you have already defined 2 Pick the top vertex the spike of the leg This will create automatically later a sliced cylinder Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Introduction Content Defining Seams in 53DSMax Applying Unwrella
17. ng Customize MAXScript Help Ornarix i n n A Vk k W ii Fa E F gt H a z E s e it Al i e MU GEO Me cao e A H 1 E e Mi fot vv o gt AmE gt Perspective H E E Oo 8 7 ry Total ck ped LI Por 1 192 890 Mace Lisl ars PAL Li s Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking ey Final result Unwrella FAQ users manual 3 Port To Port Seam i 5 io 15 H 1 0 5 4 45 ED 55 GI ER 70 75 e EE a P Fr i SPESSE E meee Auto Key Selected i n sa si haa been 1 7 7 ab its Eau Fi l x CLI k snd diag to select object GP Add Time Tag ies Go to Modifiers and 1 add the Unwrap UVW modifier to the object 2 In options of modifier select Edge Mode 3 scroll down and press Point to Point Seams With this function we will first draw the seams on the model where we want to define parting of the UV Chunks Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details PS 7 Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edit Tools Group Wes Create fodifiers Animation GraphEditors Rendering Customize MAXScript Help Orrstrix e dI 25 is i I es We will draw now the seam lines
18. orithm generated Number of charts The number of charts generated by the algorithm Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details o IF Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual 3D 10 Games amp Video Production GmbH Adresse Riidesheimer Strasse 9 65197 Wiesbaden GERMANY Company Homepage 5 3 4i 3d Plugin Homepage 52 4ni in tel 49 611 504 626 2 0 fax 49 611 504 626 2 100 contact info 3d io com Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details
19. plained copying all the details of the high detailed object to low poly object in form of a texture This texture will later be used on the low poly object to mimic the look of the high detailed geometry even if it has just very few faces 1 Press Add to add the channel for the normal map you are now defining the texture format in this case it will be 2 Normal Map Normal map is the texture you will create now for the tick_low_poly that will contain all details of the tick_ZBrush Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edit Took Group Wiews Creste icditiers Animation GraphEditors Rendering Customize MAXScript Help Ornatrix x GD Object Levet lick_ZBngh ick peliMonmels HosmakHasp renali Use Automatic Map Sie Width TORA 150x128 Gas Ue Height 1024 gt 296x256 Toso 20482048 Selected Element Unique Settings wl Output into Heemal Bump Render Height Map into Alpha Channel ga Spi j I Selecta 0 a 7 sl Keu FR i wi IA da J e 159 LI T Despite its many parameters Render to Texture is very simple after you have done it a few times It requires a few more parameter tunings to get the desired results 1 Be sure the
20. stretching Creates automatically the largest possible UV chunks with maximal use of available space Preserves user created UV Seams Reduces the production time from 30 minutes to 3 Minutes Please follow these steps and learn how to utilize this great tool in order to achieve the best results in minimum time during your everyday productions best regards Igor Posavec and the team at 3d io com Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details ws Ij Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Content In order to follow this tutorial we woudl like to encourge you to download our tutorial material from our site The Tutorial Material consists of i a ag Unwrella Unwrella Plugin Tutorial Scenes Download the plugin from Download the tutorial scenes from http www unwrella com download http www unwrella com files unwrell 2 MB a_tick_tutorial zip 000 Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details PDF Tutorial The tutorial you are currently reading http www unwrella com files unwrel la step by step tutoral pdf 04 YF Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Bakin
21. t unwrap settings without having to apply an UVW unwrap modifier first Colors Allows to change the colors that are used in the UV preview Template and to display seams in the viewports Apply Unwrap the UV map Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YZ Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Advanced Adacency Method Geometrical Epsilon 0 001 Topological Presets Save Presets Load Presets Results Results Stretch Charts Adjacency Method Geometrical Vertices will be welded before the unwrapping if they are within Epsilon distance of each other This means that small cracks in the object s mesh will be unwrapped properly Epsilon See above This value is used only when Geometric is enabled Topological Objects will be unwrapped based on the topological adjacency implicitly contained in the mesh faces inter connectivity Cracks in the mesh will split the charts which means there will be more of them If the cracks are intentionally made then select this option to split the UV charts accordingly Save Preset Load the modifier settings from a file Load Preset Save the modifier settings to a file Results Amount of stretch The amount of stretch the alg
22. the result will be superior to the standard settings Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YZ Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Fie Edk Took Group Wiews Creste Modifiers Animation GraphEdtors Rendering Customize MAXScript Help Ornetriz x GD Object Levet lick_ZBngh File Mame lic piorna De D i sas 1254 Auto Key Selected E meg x n al k i i Ik Ka T ee a At the end we just need to start the rendering process in order to create the normal map 1 At the bottom of the Render to Texture window press the Render button 2 3DSMax will now render the normal map Don t get confused by the color image on the render window this is the standard representation of the rendering status The real normal map as texture bitmap will be saved at the end in to the folder you have defined and automatically copied into the Bump Slot in your material editor Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Final result
23. tp www unwrella com for more details we Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual File Edt Took Group Wiews Create f Miodifiers Animation Graph Editors Rendering Customize MAXScript Help Ornaris PO Ried ao ao 8 Oh A qt tebe amp BM RC XY vy 7s Bee n B 6 im E ed Prevelret Scene Root W tick_7Bruth pelt TI 7 i z a to Key ERRE dda da i Tine Tao all Ni Fau Fi l LI e A Render to Texture console has been opened This is the standard 3DSMax tool for Texture Baking Using it we will now project all details from tick_ZBrush on to tick_low_poly in few steps Important this must happen while the tick_low_poly is selected since it is the geometry we will bake the details on 1 Check the Enabled button on the render to texture window Then press the Pick button 2 Select the tick_ZBrush model and press OK This will now let 3DSMax project the highly detailed tick_Zbrush to the tick_low_poly geometry Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details F File Edt Too Group Wies Crese Modifiers Animation Graph Editors Rendering Customize MAXScript Help Ornatrix j i Al i Tem Pa 1 Hi p n rapeolrme LI Unwrella Ta protections j p NN ron Z F N i vi T h
24. wnload it for free from 2 and press Use Pelt Seams This Script helps you to automaticaly convert all your blue edges to UV Seams No more work is needed Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 Lo Unwrella Il Introduction Content Defining Seams in 3DSMax Applying Unwrella Texture Baking Final result Unwrella FAQ users manual Fike Edt Took Group Wiems Creme feodifiers Animation Graph Editors Rendering Customize MAxScript Help Ornatrix PVN e Om oa A Beeman 8s Bet XY 7m E SS VA AG Z AA E Eo Hs x IT r m DA KA E LL Dia KA N e YD a T Vi a _ Ki A DD L 3 in 5 15 20 25 i 5 40 45 5 5 60 55 7 75 a Es lt 0 5 100 bieci Selected ui Y 2 Grid 25 4er Auto Key Selected di j a F a eee a Pest ES di Add T T cel key Kev File O je F k snce ag laci ce mmi Se s sa a As you can see with only one mouse click you have created fully functional UV edges Under normal circumstances we would have to select each UV element and pelt it by hand Using Unwrella we can easily skip this time consuming process and let it automatically create our UV Map Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details 7 I7 Unwrella
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