'3D Studio MAX'

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"Low Poly Character"by Matt Marshall


Mapping

Onto the mapping of our character. Mapping is the process of telling textures where to go on your model. For games this generally entails a number of square images to the power of 2. 64x64, 128x128, 256x256, 512x512 and so on.

UT2004 generally uses two 1024x1024 maps for it's characters. For my model however, we will be using two 1024x1024 and a 512x512.

A well used (and recommended) method in mapping is to overlap you mapping. Using the same space to create textures for 2 (or more) areas not only saves space for more things, but allows you to up the quality of that areas texture. Be careful though, as you lower the oppurtunity for customiseablilty (if you overlap half the head for example you can't put a scar on one side for example).

After texturing my creation I have had to come back and warn you of a few points I picked up. I could do it again to be the ultimate perfectionist and look like I'm a god of mapping...but I'm only human and you will learn from my mistakes. So do what I say, not what I do...when I say it ;)

In most instances I had work arounds handy in relation to the issues. For example stretched or squished mapped areas could be stretched or squished textures to counter the imperfection, so you wouldn't know unless you looked closely at the texture. You should, however, always work for uniformity and good proportion. It makes texturing easier, and takes a lot of the guesswork out of it


I still have my model as elements. I will be using this to help me change the characters mapping channels to suit the three different maps. Each channel represents a texture.

I will be putting the Head, Shoulder pad, Torso and Pack on one 1024x1024 (this is good for having a Red and blue team colours (the mana canisters can be different colours for example)

The trenchcoat, hand and boots will be on the other 1024x1024.

The legs and tech arm will be on the 512x512.

To change the Map Channels, select you elements or Polys using the relevant tool and scroll down the modifier to the 'Material' Section just above the Smoothing Groups grid. Here you can set the Map channerls to 1, 2 and 3. You can select them through here too if need be.



TIP: MAKE SURE you reset the pivot to the world axis, otherwise the mapping process can be VERY annoying. With the mapping tools inside Unwrap UVW using the pivot axis as it's base, skewed pivots make things particularly troublesome when using X, Y and Z mapping.

In the Hierarchy tab ( ) next to the modify tab you will see Adjust Pivot section. Select Affect Pivot Only, and you then have the ability to move and rotate the pivot of your object. Also handy to note is the Centre to Object in the Alignment section which does exactly that.

A wise thing to do is to make sure that all of your objects that you want in the one mesh are at least attached as one. (I don't know if this is compulsory, but it IS a lot cleaner)

Once you have applied the three mapping channels we can start to make some shortcuts to help the unwrapping process by using the usual UVW Mapping techniques. Firstly we will approach the Head with a Cylindrical map. Select the Head element and then apply the UVW Map Modifier with it still selected. Choose the cylinder map type with cap applied and then Fit it to the Head.



To see your results of this example, apply an edit mesh (or Collapse all the modifier stack) and then apply an Unwrap UVW modifier. Now THIS is your new best friend, you'll be spending a lot of time in here if you are the mapping type :)

Select Edit from the Parameters section of the modifier and a new window will come up. This is your map/s. Select the image here to have a quick overview of the main tools I use in this window, and how the head map we just applied looks after filtering map channel 2 and 3 out using the pulldown.. after I moved all the unediting map stuff out of the way of course.

The Unwrap UVW has a subselection called Select Face, this I use to select faces from the 3D viewport if needed :)



Collapse the Modifier stack once more and start working through what elements you can, applying what standard mapping types you can such as cylindrical, Sperical and Box (Planar ones are easily done in the Unwrap UVW however). There ARE tools inside Unwrap UVW to do the things that aren't as easy as the standard shapes, and we'll get to that next. I'm going to use them instead of standard.

Another method of mapping Standard tools is to create an object representing the map you want to use (box, cylinder or sphere) and move it into the position you would want the map to be by using the model instead. Apply the corresponding map to it so that it equals your model exactly. Select the element/polys you want to apply the map to and then apply a UVW Map to it. You can then use Acquire by clicking on the model you just created to use it's mapping information. Handy to use if you need something a little more visual and modifiable.



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