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Approach 2: Creating the UV Map

11. Now size down the polygons in the bottom right view to fit over the image map. Once the basic size is more relational, move the parts over the area of the map that will be mapped onto them. This does not need to be perfect, as detail adjustments will be made directly to the UV Map.

How To:

Use the "Size" function "H" under the "Modify" tab to size the polygons down. Then using the select by surface method we used earlier, using the surface list in the statistics panel, use the "Move" function "t" under the "Modify panel" to move the polygons into position



12. Create a new UV Texture map of the type "Planar" on the "Z" axis. Name this image map "player"


How To:

At the bottom right of the screen, you will see the map controls: W T M (none). Press the "T" button and from the pop-up menu select "new". In the "Create UV Texture Map" dialog box, name the new map "player". Set the Map Type to "planar", the Axis to "Z" and Settings to "Automatic". Press "ok".



13. In the view control for the bottom right view, switch to "UV Texture". Now you can see the UV Map.


Switch to point selection mode and use the move tool to better position the UV coordinates over your image map. Do not manipulate individual polygons in this step, if you do need to make edits, select the entire surface. Generally it is best to only manipulate points at this phase.


How To:

In the Top left of the bottom view, use the pop-up menu to switch from the current view to "UV Texture" The image map should still be in the background from before, if not, repeat step 8. Switch to point mode by clicking "points" in the bottom left or pressing "space" until it is highlighted. Select points using the Left Mouse button with Shift or CTRL keys or use the "Lasso" by holding down the right mouse button. Now use the "move" tool "t" under the "Modify" tab. Deselect points by Left Clicking on them or deselect all by Left Clicking in an empty area of the left menu.



14. In the Surface Panel, select all the surfaces and add the image map to the color channel of the surfaces.

How To:

Open the Surface panel "CTRL F3" in the left menu. Select all the surfaces for your object using the Left mouse button and CTRL or shift keys. Press the [T] button to the right of the color channel. In the texture menu set the type to "Images Map". Then set the Projection to "UV", the UVMap to "player" and the Image to the image map you are using. Press "Use Texture"



15. Switch back to the "base" morph map and see your progress. If any part of the image mapping of the "base" version looks stretched or mis-aligned, go back to step 13 and continue tweaking the UV Map.


How To:

At the bottom right of the screen, you will see the map controls: W T M (none). Press the "M" button and from the pop-up menu select "Base". To change back to the flattened version, go back to the same pop-up menu and choose "Flat".





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Tutorial Pages

Intro
Preparation
2 Approaches

App1: Start
App1: Generating
App1: Inside Leg
App1: Torso
App1: Remaining
App1: Adjusting
App1: Red Grid
App1: Positioning
App1: Finishing
App1: Results

App2: Start
App2: Flattening
App2: Creating Map
App2: Finishing
App2: Results

Printable Version


Resource Files

Red Grid
Texture Map from tutorial in TARGA formay

Start Model
Samantha model for Tutorial

Finished Model
Textured Samantha model (Download Red Grid image separately)



Related Links

Newtek
LightWave6
CroTeam
MeniThings