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3d art

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UV mapping<br />

Getting st<strong>art</strong>ed with UVs in modo<br />

01 Mesh layers<br />

As p<strong>art</strong> of my workflow, I initially created and named<br />

several mesh layers for the model. As we progress<br />

through the tutorial, we will combine the different layers<br />

into a single mesh with one UV map. Areas that have been<br />

UVed will be assigned a new material to keep things as<br />

organised as possible a.<br />

UV mapping,<br />

texturing,<br />

rendering<br />

02 Preparing a new UV map<br />

Switch to the UV tab, on the top tool bar. If you can’t see<br />

your model in the right view pane, just press ‘A’. Hide all<br />

layers except for the one you’re currently working on – in<br />

this case, the fuselage. On your Lists tab, select UV maps<br />

and then New Map, type in ‘Fuselage’ and hit Enter.<br />

a<br />

03 Project from View<br />

Select the brace on the cockpit and press ‘H’ to hide it for<br />

now. Hit ‘3’ for Polygons and, in the top view, select all of<br />

the polys on the right side. Switch to the right view and<br />

then select Project from View. Hit the left square bracket<br />

(ie ‘[’) to highlight polys not currently selected and click<br />

Project from View again b.<br />

04 Adjusting the UV map<br />

Select the left side of the fuselage and scale it in the V to<br />

–100%. Because the fuselage is rounded, we’ll need to<br />

adjust the UV border to compensate or our textures will<br />

look stretched. We don’t want to do it for both UVs though,<br />

so select both and then activate Fit UV’s with the Keep<br />

Proportion option. Now select the UV Symmetry: V.<br />

05 Continue to adjust the map<br />

Areas in red indicate that the map is intersecting with other<br />

p<strong>art</strong>s of the map. In some cases, this is okay, but not for the<br />

fuselage. St<strong>art</strong> by selecting the edges at the nose and pull<br />

them forward until there is no more red showing. Do the<br />

same for the rudder. It may be easier to select the edges<br />

in the model pane and move them in the UV pane c.<br />

b<br />

c<br />

a Organising the mesh layers<br />

b Mapping with the Project<br />

from View option<br />

c Adjusting the edges to avoid<br />

stretching and overlapping<br />

Artist<br />

Showcase<br />

Macchi 205 modo 401, Photoshop (2009)<br />

Created entirely with Subdivisions, the Macchi 205<br />

proved to be quite a challenge in terms of modelling,<br />

but, in contrast, was really fun to texture.<br />

228

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