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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
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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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