'3D Studio MAX'

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'Creating seamless textures'
by Steffen Unger


Hello guys and girls,

finally i found the time to do the tutorial about creating seamless textures within 3dsmax, i used 3dsmax 5 when i made the pictures, but you can use version 6, 7 or 8 also, using version 8 with its peltmapping would also make it easier. And here we go.

As you can see in that picture, there is an ugly seam between the hair part and the face, well i brightened the face up, just for that demonstration, the actual texture isn't that colored.



Well you may say, that you can remove that seam easily by using projection within ZBrush, Deeppaint3d or Bodypaint, but this tutorial is aimed for people who don't have one of these packages. Everyone who owns one of those can stop reading now ;)


As you can see in this picture, it will be fairly hard to remove the edge just in Photoshop. This is because of the different sizes and rotations of the uv clusters i am using.

So i have to do it another way, normally i'd just start deep paint and use the projection mode, or zBrush with the projection master and/or zAppLink.

Facing this problem i “invented” my own projection mode, well i don't know if anyone else is doing it this way, so correct me if i didn't invent it :D

At first you have to setup your Stack for this.


Just put an unwrap modifier on top of the stack and set it to Map Channel 1.


now put another unwrap on top of the first one and set it to Map Channel 2, and select the faces with the seam.




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There I just use the unfold mapping to generate a new set of UVs for that part well there are a lot of open edges, which I have to fix . If you're using 3dsmax 8 you might use pletmapping for that, you'll have the same result in less time.

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