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Making of the Shark - Part II

By Nikola Drincic
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Date Added: 9th December 2009
Software used:
3ds Max
1177_tid_001.jpg
Hi there, this is where we stopped last time. At the completion of the modelling phase. Now it is time to put some texture on him.

1177_tid_002.jpg
First, select the body and strip all modifiers (mesh smooth). All we need to have is the naked Editable Mesh.
 
1177_tid_003.jpg
Now go in to the Sub-Object-Polygon mode and select all polygons (faces). Make sure that Ignore Backfacing is unchecked so that you can select all the faces at once by drawing a single rectangle around the model.

1177_tid_004.jpg
Now, when all the faces are selected, scroll down the Modifier Stack and type 1 in Material ID. Now every face of the sharl has Material ID 1 assigned.

1177_tid_005.jpg
What we are going to do is to make 4 different materials and to assign every material to a different part of the shark's body.

Next step is to select all polygons (faces) that form the back fin. You will see that material ID 1 is set for these faces. afterall you have just accompished that. Change it to 2.

Now we have a body that has the material ID 1 and a back fin that has the material ID 2 assigned.

1177_tid_006.jpg
Like the previous step do the same with the left and right fins situated in the flanks of the shark. But for the left assign material ID 3...

1177_tid_007.jpg
...and for the right one assign material ID 4. Now we have a body (material ID 1), a back fin (2), a left fin (3) and a
right fin (4).
 
1177_tid_008.jpg
Unselect the model and scroll down in Modifier Stack-Material select by material ID. ID is 1. And all the faces with material 1 assigned will be selected.


1177_tid_009.jpg
While these faces are selected apply a UVW Mapping modifier. Use Cylindrical mapping method.

You see that cylinder direction is left-right, that is because the starting box that the shark was made out of, was modelled in the viewport "left".

1177_tid_010.jpg
We need to put that cylindrical gizmo in the right direction, so select it by clicking on Sub-Object-Gizmo. Click on the "Rotate"-button with the left mousebutton and then with the right mousebutton to open the rotation menu. Rotate the gizmo by -90° around the Z axis



 
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