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Lets get started:
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#1 Create a new project file called UVrock.c4d and save. Add
a model from the Objects menu/primitive/sphere/ Go to the Objects
pallet double click on the sphere icon set adjustments to:
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#2 Try changing the settings to simplify the object
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#3 Next make a copy of the sphere, by control
dragging the Sphere icon in the Objects pallet. Then freeze the
primitive object to create the actual polygons needed for UV cords.(command
c) on Mac rename it "rock"
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#4 Now its time to set up the UV Coordinate Go to the materials
pallet and create a new material,
(command-N) name the material UV1 Apply the material to the rock
object
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#5 Select the material then select the UV cords
Icon in the Objects Pallet
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#6 Select the layers tab ( BodyPaint installed)*
Click the Enable check box. Then pull down the channels drop menu
and create a new bit mapped texture called UV1_color_1.b3d
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#7 Double click the background icon in the Layers
Pallet click the wire frame icon in the texture window now you can
view the UV cords in the Texture pallet click view/view to screen
to see all your UV's
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#8 There's more than one option for adjusting
UV's We will explore two in this tutorial
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#9 First we will set up with optimal mapping click
Functions/optimal mapping now you can see the UVs have been broken
into eight pieces, #10 We need to fit them back together into a
solid sheet so that the model can be painted easily. #11 Now paint
a bright color on to a corner of the object
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#12 The polygons need to be stitched back together. Now lets
make room for the clean up.
The movie below shows the clean up process.
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#13 repeat this operation until the entire object
is covered
You will notice that the edges from opposite sides of the model
will be floating.
They can be painted, but the painting must take place on the model
surface.
That is the limitation of optimal mapping. At least on this type
of model.
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