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
1 | 2 | 3 | 4
Joan of Arc: Mapping of Clothing

By Michel Roger
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 39326 Views
| 0 Comments
| Comments 0
Date Added: 17th December 2009
Software used:
3ds Max
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.

1004_tid_image01.jpeg
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.

1004_tid_image02.gif 1004_tid_image03.gif
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.

1004_tid_image04.gif
1004_tid_image06.gif
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.

1004_tid_image05.gif
1004_tid_image07.gif
Add a UVW UnWrap, then open the UV Editor.

In Face Select mode Rotate the UVs shown opposite.

1004_tid_image08.gif 1004_tid_image09.gif

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.

1004_tid_image10.gif
1004_tid_image11.gif 1004_tid_image12.gif

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.

1004_tid_image13.gif
Select the tower of the skirt.

1004_tid_image15.jpeg
1004_tid_image17.gif
1004_tid_image18.gif
Apply ID 3 for the skirt. Here a cylindrical map with the Gizmo rotated to have the default UV on the rear most faces.

1004_tid_image20.gif
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.

1004_tid_image21.gif
For the edges that overlap just move the points towards the outside.

1004_tid_image23.gif To move a square of UV, select its corresponding points.

1004_tid_image22.gif 
Select the two points as shown then use Expand Selection to propagate the selection.

1004_tid_image24.gif Use Brake Selected Vertices

1004_tid_image25.gif Finally move the group of points to the other side where the points match.

1004_tid_image26.gif Use the Weld Target icon to weld them moving to the corresponding points.

1004_tid_image27b.gif Adjust the moving UV of the bottom of the skirt.

1004_tid_image27.gif Finally resize this set of UVs to make it return to the mapping squar

1004_tid_image29.jpeg The skirt mapped.

1004_tid_image38.gif 1004_tid_image35b.gif 1004_tid_image35d.gif
Select the Shapes that were used in the extrusion of the belt.

In Spline mode, assign the ID 4 with the spline.

1004_tid_image30.gif1004_tid_image31.gif


Click on Loft in the Modifiers Stack of the Loft object.

1004_tid_image33.gif In the Surfaces Parameters panel, Apply Material Mapping and IDs.

1004_tid_image34.gif Max will automatic recover the ID of the spline for the Shape and assign it during extrusion.

1004_tid_image35.jpeg Within the Mapping framework, increase the Length Repeat to have a non stretched checker.

1004_tid_image35c.jpeg Repeat the same procedure for the other Loft object.



next page >
 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: Making of, 3ds Max, Scene, Character

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (5)
Comments 1 Views 6224

Tutorial

Gallery Image.



Keywords: ZBrush, Character, Sculpting,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 7986

Tutorial

Gallery Image.



Keywords: mapping, uvw, max,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 26645

Tutorial

Gallery Image.



Keywords: character, modeling, sword, joan, arc,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 32797
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment