This
is were the mapping of the character
starts.
Apply the same material to all the objects
and assign Material ID 1.
Although
the character is composed of separate
objects with the use of a Multi/Sub
Object material it makes it possible
to gather the maps.
There
will be three multiple materials,
for clothing, the armor and the body
even with the head and the hair.
As
for the sword, convert the objects (except
the belt which is a Loft object) into
a Polygon with Turn To Poly, and Collapse
To the Stack without touching Meshsmooth.
Change
the Standard type into Multi-Sub/Object
and keep the previous material in this
new material.
Create another slot with a Checker material
within the Diffuse Slot.
Name this "Authority" in Sub
Material ID 2.
We
will start with the Belt Buckle.
Assign the ID 2 to the Belt Buckle.
Ensure
that no face is selected on the object
then apply a Planar Map to the faces.
Resize
the Gizmo until you have a square.
Add
a UVW UnWrap, then open the UV Editor.
In
Face Select mode Rotate the UVs shown
opposite.
Select
the faces shown on the left, Select
both the inside and outside faces. Apply
a Planar Map in the UV Editor, separate
the sets from UV with Expand Selected.
Give
the UV sets a good size and place then
as shown opposite.
For help Show Selected Vertices in Viewport
of the Unwrap Options and locate the
corresponding points between the various
sets.
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.
Start
again Remembering to Select both the
inside and outside faces.
Arrange the faces as shown then when
all is in place weld the points with
Weld Selected.
Note
that there are deformations on the mapping
of the interior but in this case we
cannot have a continuity of UV with
no distortion...
These
parts are hidden by the belt and are
not significant.
Select
the tower of the skirt.
Apply
ID 3 for the skirt.
Here a cylindrical map with the Gizmo
rotated to have the default UV on the
rear most faces.
Here
we encounter several typical problems
before any adjustment of the UV.
1,
with a cylindrical map some faces
on the hip line are well represented
with the default dimensions.
2,
a face is detached from the remainder
of the UV, because of the cylindrical
mapping.
3,
UV is superimposed because of the
geometry of the object (edge of the
skirt).
And
finally at arrow 4, the edge of the
skirt, it will be necessary to unfold
some confused points in the Cylindrical
Map projection.
For
the edges that overlap just move the
points towards the outside.
To move a square of UV, select its corresponding
points.
Select
the two points as shown then use Expand
Selection to propagate the selection.
Use
Brake Selected Vertices
Finally
move the group of points to the other
side where the points match.
Use
the Weld Target icon to weld them
moving to the corresponding points.
Adjust
the moving UV of the bottom of the
skirt.
Finally resize this set of UVs to
make it return to the mapping squar
The
skirt mapped.
Select
the Shapes that were used in the extrusion
of the belt.
In
Spline mode, assign the ID 4 with
the spline.
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Click
on Loft in the Modifiers Stack of the
Loft object.
In the Surfaces Parameters panel,
Apply Material Mapping and IDs.
Max will automatic recover the ID
of the spline for the Shape and assign
it during extrusion.
Within the Mapping framework, increase
the Length Repeat to have a non stretched
checker.
Repeat
the same procedure for the other Loft
object.