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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 />
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