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Mapping
of the Sword
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We
will begin this section by texturing
the sword. Before we launch into making
the UV co-ordinates though it is necesary
to think about how the materials we
are going apply are made up.
For
example here will have a single texture
sheet but various other metal materials
will be applied to different parts of
In
the same way as the modelling we will
work with the LPM and let the meshsmooth
worry about the high poly version. This
gives us far less polygons to set UV
maps for.
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In
Max 4 it is better to work with polygons
and not the usual mesh. This enables
a better smoothing of the texture.
Apply
a urn to poly modifier above the edit
mesh and then right click it and select
Collapse to.
The
object is now an Editable Poly.
Note
that one does not lose the meshsmooth
settings for the creases and weights
etc.
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We
will assign a separate material ID for
each different part of the sword where
a separate material will be used
Click
on the image to see it large.
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Create
a Multi-Sub/Object material.
By
default Max Defines 10 Sub-Materials.
The ID 1 will be asigned to the parts
of the sword whose UV were not yet defined,
so it is easy to see what remains to
be done.
One
can make Drag and Drop of the default
blue material into Sub material 1.
One
can also name this Sub Matériau,
here default.
Finally
give a name has this Multi-Sub/Object
material, here Epee.
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To
assign this material to the sword, select
when done and drag and drop the material
slot on the object.
It
may be that some faces of the object
have a ID material different from 1,
in this case, to clean the ID, select
all model in Element mode, enter value
1 in material ID (Surface Properties
roll out).
All
the faces have now the ID 1
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Create
a material checker with Tile of 20 for
example.
Then
with Drag and Drop it with into ID 2
in Instance mode.
This
material will use to adjust the UV of
all the sword and it will be copied
each time as an instance, one can thus
easily change Tile for all with the
original material
The
ID 2 will be the material of the blade.
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in
polygon mode select all the faces of
the blade
Enter
Material ID value 2.
The
selected faces change color, the checkerwork
does not appear because UV are not defined.
(do
not forget to activate the posting of
textures in the material checkerwork).
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Always
in sub-object mode with the faces selected
in Editable Mesh, apply a planar UVW
Map
For
direct Gizmo of mapping correctly, use
View Align in View Face, Center and
the FIT to fix it on the selection of
faces.
Finally
the board of texture will be square
with equal values in Length and Width.
Hereyou
do not need to improve UV.
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In
the stack, right click on the UVW Map,
and select Collapse To to simplify it.
Thus
helps with memory speed
Meshsmooth remains on top and one does
not lose the adjustments on Creases
or Weights.
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Return
to Editable Poly in Polygon mode, benefit
from the still active selection to hide
the faces already textured with Hide.
By
making this operation after each UVW
Map, it becomes increasingly simple
to select the not yet textured faces.
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In
Material Editor, copy the checker into
ID 3
Select
the corresponding faces as shown then
apply Material ID 3.
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As
previously, apply to these faces a planar
UVW Map, then enter the same values
in Width and Length to have a coherent
mapping with that of the blade, proceed
as before.
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select
the faces opposite and apply the checker
ID 4.
Another
planar UVW then 'collapse to' the stack
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Click
on Meshsmooth, you can see that the
higher density mesh still maintains
the correct mapping
To
still improve one thing, activate Materials
in Surface Parameters, that smooths
according to materials.
There
are thus clearer and better smoothed
material limits.
As before, click on UVW Map and Collapse
To.
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Note
that one you can temporarily suspend
the effect of a modifier while clicking
on the icon bulb next to it.
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Select
the faces opposite.
Create
matérial ID 5, assign to these
faces then apply a planar UVW map.
Always
give same dimension to the Gizmo when
mapping.
Collapse To.
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Make
in the same way material ID 6
This
part is the most complex to map correctly,
for the moment one is satisfied to apply
a planar map to these faces
The
adjustment will be made once all faces
have the checker material
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The
ID 7 and 8 are for the central decoration
of the guard.
Select
the corresponding faces, external with
ID 7 and interior faces with ID 8.
Apply planar UVW again
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For
the handle, ID 9 and mapping cylindrical.
With
the Gizmo of mapping a rotation of 90°
on the axis of Z so that the seam falls
in line with the one on the handle.
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Same
proceedure for the rings, with cylindrical
ID 10, mapping and rotation of Gizmo.
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Arrived
at this stage all the slots of Sub Materials
are used.
To
add some click on Add.
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The
pommel with the ID 11 and always a cylindrical
mapping and the rotation of Gizmo.
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Finally
to finish with the ID 12, a planar map.
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