Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
First ... 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35
Making Of 'Dead Twice'

By Alessandro Lima
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 187432 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
3ds Max

17. The UVW Unwrap offers many automatic resources to open the mesh I prefer to open it manually. You can decide to open the mesh automatically or manually using the options on the Menu Mapping.

18. Before starting the process have a look the main tools.

A - the tools Move, Rotate, Scale, Free Form Transform and Mirror.
B - the tool to visualize, it hide/unhide the texture.
C - If the objects are separated with ID's you can show parts as ID's separated to work better
D - The tool to get the "Vertexes", "Edges" and "Faces". You can get all objects with "Select Element" marked.

Other commands will be use later and will be explained as necessary.

1191_tid_248.jpg
19. Make as image below.

1191_tid_249.jpg
20. Organize the vertexes.

21. Now select the sub-object Face and select the suitable polygons, see that Unwrap automatically shows where they can be organized. To detach, click the Menu Tools and select the tools "Detach Edge Vertexes" or Ctrl + d.

1191_tid_250.jpg
22. After on mode Vertex, you can go to its suitable menu and use the tool Target Weld (Ctrl + t) and weld the correct vertexes (select the first vertex, then click in the respective vertex, when select a vertex, the Unwrap shows which one is the correspondent one)..

1191_tid_251.jpg
23. The model will be as the image below. The green line is the limit to work the texture, it will be a good idea leave it on the "periphery's" object

1191_tid_252.jpg

24. You can use the tool Planar Map. You should select a group of faces (as the eyes, for example) and click it. It will be a plain object and depending on the degree of the inclination of this group the results can be strange.

1191_tid_253.jpg




< previous page next page >
 
First ... 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35
Related Tutorials

Tutorial

Gallery Image.



Keywords: character, portrait, modo, 3d

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (9)
Comments 0 Views 6811

Tutorial

Gallery Image.



Keywords: Maya, ZBrush, Modeling, Character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 8946

Tutorial

Gallery Image.



Keywords: Video, ZBrush, Animal, Creature, Concept

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 15008

Tutorial

Gallery Image.



Keywords: character, man, human, soldier, skull, helmet,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 67218
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment