To
clean up the congested view of the material
use the show map icon and instead of
showing All ID' S, select the ID 3 corresponding
with the orange checker that we want
to view.
All that remains is the UV assigned
faces having the ID 3.
Now
in sub-object mode select "Select
Face".
Go into the option Edit UVW while clicking
on the Unwrap icon Options.
To
activate Constant Update and Show
Selected Vertices.
Select
the common points on the right, and
in the viewport the corresponding vertices
are also selected.
Although projection is in 3 dimensions,
we work in 2d on a UV plane.
The goal being to obtain one UV plane
unfolded without distorting the checker.
Rather
than working with the object in 3d,
with the tools of traditional modeling,
we move the mapping coordinates onto
a 2d plane, which is simpler and faster.
We will be move the points Horizontally
until the checker texture is no longer
stretched.
What we have just done is equivalent
to a mapping these 3 polygons only.
Here that goes quickly because it
takes less operations to select it
then it would to map etc. Because
we only move the points in 2d space.
We
will make the same adjustments for
the other points by watching the result
in the viewport.
Drag
select the next set of Horizontal points
and move them cleaningup the texture
as we go.
Continue for each column. At some stage
you will need to select the points from
the other side.
Even
them all out to match the dimensions.
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Here
we arrive at a delicate part of the
object because it is not good enough
to just move the points, it will be
necessary to detach the UVs as we would
detach the faces of an object then apply
the mapping.
You
may get a different set of faces than
the ones shown by the pictures to the
right but the process is the same.
Select
any faces that don't conform, as shown
opposite in User View (always in UVW
Unwrap : Select Face mode).
Click
on Planar Map, and select the faces
to receive mapping according to the
average of the normals.
Make
the same selection for each of the two
faces at the ends, and one after the
other apply a UV Map.
Open
Edit UV and select the ID 3.
We can see that the successive mappings
are superimposed.
To
put them in order, select a point
of the main piece of UV (a set) and
by clicking several times on the Expand
Selection icon, extend the selection
automatically with all the UVs.
Finally
move the selection.
The
3 other sets of UV that come from the
mapping are superimposed. The gray square
which appears in the center
of the Edit UV screen represents the
mapping of the Gizmo.
The three maps preceding the Gizmo are
dimensioned with the exact size of the
selected faces.
To
separate them click once on a point
and use the Expand Selection icon
to recover the complete set.
Move
the set and repeat this operation
as above to have the 3 pieces of UV.
Depending
on the faces you needed to manipulate
you may need to do this next step.
Move the vertices east to Redimentionalize
the squares then weld them to the
like vertices with the Weld Selected
icon.
Check
that you weld the points between them
in the viewport of the corresponding
points.
We can regulate the tolerance in Unwrap
Options.
Use
Scale non-uniform if required for the
horizontal or vertical lines.
Keep adjusting the UVs according to
the viewport until you have the pattern
matching.