Now
that we have adjusted the UVs leave
a nice map.
Your
face sets may be different to the
ones shown by the pictures to the
left.
Collapse
the Stack.
With checker in ID 3 now correctly mapped
on the object.
Collapsing
the Stack after each Unwrap is not
needed but that frees up some resources
and we can always improve the UV thereafter...
For
the yellow checkerwork (Chechmate ID
4), select with Select ID then UVW Map
in mapping Box.
In
Unwrap UVW, one sees only one square,
makes UV of it are superimposed.
Click
on a point then Extand Select.
Move
UV to separate it from the others.
Repeat
the operation jusquà what there
is superimposed no more UV.
The
checker is stretched we will regulate
it later
Make it the same as the green checker
(ID 1).
Select Expand and separate the set
from the UV.
For
the red checker, place a Planer map
it.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
We
now make a Full set of UVs from all
5 IDs with the whole UV rearranged.
This board could then be used in photoshop
to paint a full texture for our object.
In
Object mode Select Unwrap.
View all ID's, then move them about
until you have know superimposed sets
of the UV.
Use
Expand Select to put them in order.
Isolate
Checker ID 4 and weld the UV vertices,
viewing in the viewport will help you
repair the orientation of the UV.
Now adjust the UVs so as to correct
the formations of the checker.
Remembering
that if you select a point and nudge
the Weld Threshold up. You should
see its matching pair lightup, thus
making it easier to lineup the sets
as required.
Even
everything out for Checker ID 1.
Although
we can move, scale etc. as we wish in
the UV Editor, we need to make a flat
base for the UVs so that those IDs contained
in the square are in the center of the
UV Editor window.
The coordinates of the UVs must lie
inside our gray Square. Beyond this
the texture repeats on itself.
Before
we scale the set of UVs. Position
them in the square so they are coherent
in the UV Editor window, i.e. part
of the object does not have a mapping
too fine and another too large.
Visualize
the scale of the sets of UVs so that
the whole of the checker has the same
size.
Then select all the pieces and uniform
scale them to fit them in the large
square.
Just position the other sets in the
remaining space.
Now
we Collapse the Stack for the last
time.
Here
the goal is to make a single board of
texture, and thus make only one bitmap
to texture the object.
It is generally more practical to manage
because there is only one bitmap file
to handle.