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UV Rock Pg.1-Pg.2
    Instructions :Volumes #1 & #2  
   
 

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UV Rock Tutorial

 
 
 
 

This tutorial is a quick example of modeling a simple low polygon rock and setting up the UV coordinates. It will also show the difference between two examples of mapping UV Coordinates.

A medium skill level is required with Cinema 4DXL

The project files are available at :www.levelsofdetail.com in the download section.

Free downloads are available of both BodyPaint3D and Cinema 4DXL at www.maxon.net

 
  Lets get started:  
 

#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:

 
   
  #2 Try changing the settings to simplify the object  
   
 
#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"
 
   
 

#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

 
   
 
#5 Select the material then select the UV cords Icon in the Objects Pallet
 
   
 

#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

 
   
 
#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
 
   
 
#8 There's more than one option for adjusting UV's We will explore two in this tutorial
 
 
#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
 
   
 

#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.

 
 
 
 
#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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