UV Unwrap

To give our models texture, we use a process called UV unwrapping, which allows us to project a texture map on to a 3D object. We start this process after we have completely finished modelling our object

When in 3ds Max:

First, we have to add another modifier to our finished model, called ‘UVW Unwrap’. Once that’s done, scroll down to find ‘open UV editor’; this will bring up a separate window with a checker patterned square. Select and move everything currently in the box down to the bottom left (which is where we’ll keep all our unfinished pieces), and return to the main 3ds Max window. Here, in face mode, we can select certain parts of our model and then press the ‘quick planar map’ button to bring up those smaller individual pieces into our UV editor. By splitting the model up into these smaller sections, we can have an even texture all over the model. If we didn’t split it, we would have a stretched image wrapped around our entire model as it would only be projected from one side. Repeat selecting more sections and using the quick planar map to open them in the UV editor.

The first time we attempted unwrapping an object it was a cylinder, so in that case, to evenly project the face that wraps around the middle, we used a cylindrical map instead of the planar one.

 

Next, we return to the editor window, where we have all the pieces spread out. To make them all flat (so later in photoshop we can add texture to every piece/face without missing anything) we can use the relax tool to do it pretty much in one click. Select a piece, right click, and in the menu that pops up, select the small box next to the word ‘relax’. This will bring up another small menu, press ‘start relax’ and your selected piece should flatten out. Do this for all pieces. If the seam edges are jagged, use vertex mode and target weld within the editor to fix the seams (make a straight seam instead of a jagged one).

In the top right corner of the UV editor, there is a drop down box that will let us show a check pattern on our model, once you have this showing, we need to resize each of our pieces in the editor so that the checkers are all roughly even.

check cylinder

Once the elements are sized correctly, we need to scale them down all together so they can all fit in the UV space in the editor. Next, still within the editor, go to tools>render UV template and deselect overlap and seam edges. You need to render two maps, one edge map and one solid map and save them as a bitmap/jpeg/png.

when in Photoshop:

1 – open new – 2048 x 2048 and fill to a random colour

2 – create two folders; UVs and Textures, putting UVs on top

3 – drag both solid and outline UV maps into the UVs folder

>> use magic wand tool to select areas you want to have the same texture, right click and copy them to a new layer within Texture folder. fill backgrounds of new ‘mask’ layers with black. do this for each section with a different texture.

4 – drag in/open up textures as new files within photoshop

5 – hide solid uv maps, put wire uv map on top

6 – select a section of one of your textures and bring it in to the textures folder

7 – fiddle around with it and resize and place where you want it

8 – turn chosen ‘mask’ layer back on, use magic wand tool and select the black areas

9 – go back to the texture layer without deselecting

10 – select “Mask” button

11 – repeat

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