3D Studio Max

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Modeling Joan of Arc by Michel Roger



Page 2
Mapping of Clothing

Apply ID 5 to the clothing.


This part of the body must be assembled before putting on the mapping.

The arms, the knees and the ankles can be mapped with our Authority texture to save time.





For the arm a cylindrical map which we direct -90° towards Z on the Gizmo in Local mode, the seam of UV is on the interior and will be less visible on texture.
If we Unwrap we find that at arrow 1 the UV points overlap because of the folds and on arrow 2 the UV of cross over badly, it is necessary to detach and move these points.

As on the preceding page, detach, move and restitch the UV.

 

 

 

 

 

 

 

 


As we see here the superimposed points are now stitched together.





For the body we still use a cylindrical map.
This time we find at arrow 1 the UV is badly placed, at arrow 2 we find faces between-legs that cannot be correctly mapped with cylindrical mapping.
Use Select Face in the UVW Unwrap mode and select the faces with distorted mapping and apply a Planar Map.
We now create a set of UVs for the Inner Left Leg.
Make the same selection for the other side so as to have a set of UVs for the Inner Right Leg.
Separate the three sets from the UV.
Detach the UV of the body by selecting the points of the axis down the back and use Selected Vertices.
Now move a set by using Expand Selection.


Adjust UV on the belly of these two sets change the creases.



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Separate and redimentionalize this set from the UV of the Inner Left Leg.







One part goes to the front and the other to the back.

 

 

 

 

 

 

 

 


Weld the UVs and finish adjusting them untill you have a regular checker.

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