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
Making Of 'Battle Toaster'

| Your Rating:
rating star fullrating star fullrating star fullrating star nonerating star none
(1 Votes)
| 50525 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
524_tid_racing_toaster_big.jpg
Hey, my name is Daniel and this is the second article about my Battle Toaster. This time I will focus on the texturing process.

When I got my hands on Total Textures I was amazed and full of ideas. I wanted to make a sci-fi toaster in deep space, a dirty toaster on the battle field, remains of a rusty toaster, a killer-toaster covered in blood... It makes a big difference when you don't have to worry about finding or painting the textures from the beginning. I also realized that I can't complete all those projects, so here you will see a Racing Toaster.

This article is divided into 3 main parts: making of, tutorial about texture baking using ambient occlusion and finally some remaking examples.

1. Less is more

I wanted to give the toaster a totally different look, and as I have mentioned before, I had tons of ideas. Finally I decided to make a Racing Toaster. Why? Hmm, maybe because I've never made a 3d car.

Unwrapping

This part I hate, really, really much. Especially in bigger projects with lots of technical parts (just like toasters :D ). I unwrapped manually almost all of the bigger parts and automatically generated some uv's for the smaller ones.

524_tid_toaster-checker.jpg
Sadly, I can't give any brilliant unwrapping tips. 3D Max is a bit behind other 3d programs in UV mapping. Blender, for example, has a really nice algorithm: LSCM Unwrap, which has performed really nice when I was testing it. I haven't used it here though. The process of exporting and importing everything would take some time, and more importantly - it would break the instaces of meshes.

One tip I can give is to use pelt seams. It helps divide mesh into pieces and organize things on uv even if you don't plan on using pelt mapping.


524_tid_hull-uv-template.jpg
524_tid_hull-checker.jpg

Useful links

http://www.luxinia.de/index.php/ArtTools/3dsmax - the LSCM plugin for 3d max, in beta stage, sadly didn't work for me.
http://www.pullin-shapes.co.uk/page2.htm - a really nice UV tool, its cooperates with Maya, but it can also be used as a stand alone tool into which you can import models.



continued on next page >

 
1 | 2 | 3 | 4
Related Tutorials

Project Overview: Mistress of Dragons

by Daniele Scerra
published on 2013-05-28

Keywords: character, human, female, scene,

rating star fullrating star fullrating star fullrating star fullrating star full (26)
Comments 0 Views 78138

From Paper to After Effects - Creating an Animated Short from Scratch: Lesson 04

by e.d. Films
published on 2013-04-25

Keywords: character, cartoon, rocket randee,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 18029

Making Of 'Blue'

by Ken Wong
published on 2009-12-09

Keywords: character, woman, face, hair, blue,

rating star fullrating star fullrating star fullrating star fullrating star full (5)
Comments 0 Views 28958

Making Of 'Hell Sword' Video Tutorial - Part Two

by Andrzej Marszalek
published on 2012-07-10

Keywords: object, sword, fantasy,

rating star fullrating star fullrating star fullrating star fullrating star full (6)
Comments 2 Views 62824
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..