Saturday, July 14, 2012

Create of the sweep for texture in 3d Max (Lesson# 17)


Introduction to the creation of the sweep for texturing objects

This lesson will begin acquaintance with advanced methods of creating and texturing on 3d objects. In particular, we analyze step by step how to create a scan of an object, then draw it on the basis of texture and put it all on the subject. Well, a very complicated topic, so I decided to do two lessons devoted to her. This is the first of them.

Creating an object texturing

First you need to create an object on which we will apply the texture. The object should be fairly simple, especially not to focus on its creation, as theme of the lesson is different. Therefore, as this object has been selected my home computer. I think for those who faithfully read and complied with all the previous lessons, do not make much effort to do the following steps to create it.
Let's start with the object ChamferBox (Create-> Extended Primitives-> ChamferBox):
With these parameters:
Convert created object to Editable Poly, select the top row of vertices:
and move them to a height of 44.5
The next series of peaks move to a height of 27.0, the following two lines to a height of 26.3 and 17.8, respectively. The result should look like this:
Vertical rows should be from the edges of a 3 cm:
Select the upper-middle ground on the front panel and press the Extrude tool to 0.5 inside:
With the Select and Uniform Scale slightly change the size of the landfill to form a facet:
A similar operation must commit to the ground just below:
Now you have to round out the bottom of the chamfer at the last created polygon. To do this, select the bottom edge of the corner:
And then have to do twice Chamfer edge on it. The first parameter to the Chamfer Amount 1.0, with 0.5 second:
The same operation should take over the other edge of the bottom:
Now you have to remove the curve on the back of the company. To do this, select all the polygons that form a curve:
And remove them. You then need to patch up the resulting hole. To do this, pull the top edges and bond the peaks obtained:
We assume that the model nizkodetalizirovannaya companies to experiment with texturing done. We now turn to the creation of the sweep.

Creating a 3d scan of the object

Creating a sweep - is essentially a destination texture coordinate vertices. And before you ask any position, it is not bad to have a ready, albeit automatically generated by the coordinates. Therefore, to impose the beginning of an object modifier UVW Map (UVW Mapping). At the same time make sure that the object has not been allocated any sub-objects (vertices, edges and polygons), or modifier is applied specifically to these elements. Next you need to generate a suitable position by selecting the most closely describes the shape of the object gizmo, in this case it certainly is a box:
If after this gizmo (orange line around the object) do not cover the entire size of the object, it must be scaled gizmo by clicking on the tab Gizmo:
Knop, or click Fit:
Now we have already assigned texture coordinates, left them only a little change to the desired state of us.Therefore, assign the object modifier Unwrap UVW. If you click Edit:
That opens a window where you can edit texture coordinates. Thanks to the provost step and use the modifier UVW Map, there is something there. Namely, there is the green line, which symbolize our landfills.Click the Filter Selected Faces, not to separate the polygons do not interfere with our work:
Notice was displayed with a bold square dark blue lines (it had not been visible because of being in the editing of polygons). It borders editing, the final texture coordinates of all polygons must lie inside the square.In fact, this square is the future texture. At the landfill will be shown that part of the texture, which is covered by this polygon inside the square. Perhaps it is not clear sounds now, but then everything becomes clearer.
Now, go into edit mode polygons modifier Unwrap UVW:
And select the front polygons, it can be done more quickly by turning off the option to Ignore Backfacing (the allocation will be allocated all the landfills, trapped in a frame, including those deployed in the opposite direction from the camera):
Go to the Edit window texture coordinates (click Edit), here we are waiting for this picture:
Need to use the zoom and movement to bring these to the landfill that's a form:
Next, select the left side of the company:
In the editing window, it will look like this:
If you press the Quick Planar Map:
then texture coordinates are selected polygons are low so that as if they were projected onto the plane of the orange gizmo (which always appears around the selected polygons):
Bring the left side to behold such a state:
Perform a similar action on the right side:
Well, following the same path, doing the top, bottom and rear of strontium companies:
Note that the rear end a little more than the other parts, and in general stands alone. This is because on the back panel there are many different elements, the quality of which I would like to do better than a bigger piece of the texture covers the item, the higher the quality of the display of the element.
That's how we ended up doing our scan of the object. Now you need to get her a graphic image for further processing. To do this go into the editing window texture coordinates Tools-> Render UVW Template. Should open a window:
Adjust the width (width) and height (height) is better to do the same to get the texture is square, not just the same, and equal powers of two (256, 512, 1024, 2048, etc.), so you will achieve faster processing of texture card, it is especially critical for those who make models for games. But it should be taken into account, the more texture, the more memory you need to load (well, and while the quality is also higher). In our case, more important is the quality rather than speed of processing, so the width and height set in 2048 (although you can leave, and 1024). Mode parameter set Solid. Remove the checkbox next to Show Overlap:
Now click the button Render UV Template.
Press the Save Image, keep this picture in a convenient location on your computer. Then click this picture some graphics editor (I used Photoshop) and "paint the" scan obtained. You can include fantasy and color computer as your heart desires. I am just using photo companies and rich instrumentation Photoshop, got something like this:
How exactly did I do that I will not describe, it's distracting from the subject of this article, it's a topic for another article and not about 3d max, but about Photoshop.
We have completed the creation of textures, it is now time to put it on the object.

Texture mapping on the object

Open up the Material Editor (M button), click on the button next to Diffuse:
In the window that appears, select Bimap, then prompts you to select max texture file, open the created file.Next, click the button Assign Material to Selection and apply the material to the object created. It should look something like this:
Everything went as smoothly as it should be: on top of the front panel is not properly dock with a side part:
To fix this, you can not redraw a lot of the original texture, but you can adjust the texture coordinates. I went to the second path. But first, you can download the resulting texture in the texture coordinate editor window, do this by running Pick Texture dropdown at the top. So you can see how the texture coordinates lay on the texture:
Now you have to go into edit mode:
Scroll to the top forming the upper part of the company:
And move them up so that the reformed school of the above:
Similarly, the right all the other flocks, if any. Perhaps it will seem very difficult at first, but in the process of editing the coordinates can understand what the top of where to move. Other settings of the material, I think there is much sense to change the texture, and so does not look bad, you can only add flare, but I think with this you can handle yourself.
This ends the first encounter with the texturing of complex objects, in the next lesson we will look at this subject more closely.

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