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Joan of Arc: Mapping the Sword

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Date Added: 17th December 2009
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Mapping of the Sword

We will begin this section by texturing the sword. Before we launch into making the UV co-ordinates though it is necesary to think about how the materials we are going apply are made up.

For example here will have a single texture sheet but various other metal materials will be applied to different parts of

In the same way as the modelling we will work with the LPM and let the meshsmooth worry about the high poly version. This gives us far less polygons to set UV maps for.

1003_tid_image01d.gif 1003_tid_image01b.gif

In Max 4 it is better to work with polygons and not the usual mesh. This enables a better smoothing of the texture.

Apply a turn to poly modifier above the edit mesh and then right click it and select Collapse to.

The object is now an Editable Poly.

Note that one does not lose the meshsmooth settings for the creases and weights etc.

We will assign a separate material ID for each different part of the sword where a separate material will be used

1003_tid_image01.jpg 1003_tid_image04.gif
Create a Multi-Sub/Object material.

By default Max Defines 10 Sub-Materials.

The ID 1 will be asigned to the parts of the sword whose UV were not yet defined, so it is easy to see what remains to
be done.

One can make Drag and Drop of the default blue material into Sub material 1.

One can also name this Sub Matériau, here default.

Finally give a name has this Multi-Sub/Object material, here Epee.

To assign this material to the sword, select when done and drag and drop the material slot on the object.

It may be that some faces of the object have a ID material different from 1, in this case, to clean the ID, select all model in Element mode, enter value 1 in material ID (Surface Properties roll out).

All the faces have now the ID 1

Create a material checker with Tile of 20 for example.

Then with Drag and Drop it with into ID 2 in Instance mode.

This material will use to adjust the UV of all the sword and it will be copied each time as an instance, one can thus easily change Tile for all with the original material

The ID 2 will be the material of the blade.

1003_tid_image07.jpeg 1003_tid_image08.gif 1003_tid_image09.jpeg

in polygon mode select all the faces of the blade

Enter Material ID value 2.

The selected faces change color, the checkerwork does not appear because UV are not defined. (do not forget to activate the posting of textures in the material checkerwork).

1003_tid_image11.gif 1003_tid_image12.gif 1003_tid_image13.gif 1003_tid_image10.gif
Always in sub-object mode with the faces selected in Editable Mesh, apply a planar UVW Map

For direct Gizmo of mapping correctly, use View Align in View Face, Center and the FIT to fix it on the selection of

Finally the board of texture will be square with equal values in Length and Width.

Here you do not need to improve UV.

In the stack, right click on the UVW Map, and select Collapse To to simplify it.

Thus helps with memory speed.
Meshsmooth remains on top and one does not lose the adjustments on Creases or Weights.

Return to Editable Poly in Polygon mode, benefit from the still active selection to hide the faces already textured with Hide.

By making this operation after each UVW Map, it becomes increasingly simple to select the not yet textured faces.

1003_tid_image21.gif 1003_tid_image22.gif

In Material Editor, copy the checker into ID 3

Select the corresponding faces as shown then apply Material ID 3.

As previously, apply to these faces a planar UVW Map, then enter the same values in Width and Length to have a coherent mapping with that of the blade, proceed as before.

1003_tid_image21b.gif 1003_tid_id04.gif
select the faces opposite and apply the checker ID 4.

Another planar UVW then 'collapse to' the stack

Click on Meshsmooth, you can see that the higher density mesh still maintains the correct mapping

To still improve one thing, activate Materials in Surface Parameters, that smooths according to materials.

There are thus clearer and better smoothed material limits.

As before, click on UVW Map and Collapse To.

1003_tid_image25.gif 1003_tid_image24.gif
Note that one you can temporarily suspend the effect of a modifier while clicking on the icon bulb next to it.

1003_tid_image26.gif 1003_tid_image27.gif 1003_tid_id05.gif 1003_tid_image29.gif
Select the faces opposite.

Create matérial ID 5, assign to these faces then apply a planar UVW map.

Always give same dimension to the Gizmo when mapping.

Collapse To.

1003_tid_id06.gif 1003_tid_image30.gif
Make in the same way material ID 6

This part is the most complex to map correctly, for the moment one is satisfied to apply a planar map to these faces
The adjustment will be made once all faces have the checker material

1003_tid_id07.gif 1003_tid_image34.gif 1003_tid_id08.gif 1003_tid_image40.gif
The ID 7 and 8 are for the central decoration of the guard.

Select the corresponding faces, external with ID 7 and interior faces with ID 8.

Apply planar UVW again

1003_tid_image38.jpeg 1003_tid_image41.gif

For the handle, ID 9 and mapping cylindrical.

With the Gizmo of mapping a rotation of 90° on the axis of Z so that the seam falls in line with the one on the handle.

1003_tid_image43.gif 1003_tid_image44.gif

Same proceedure for the rings, with cylindrical ID 10, mapping and rotation of Gizmo.

Arrived at this stage all the slots of Sub Materials are used.

To add some click on Add.

1003_tid_id11.gif 1003_tid_image46.gif 1003_tid_image47.gif
The pommel with the ID 11 and always a cylindrical mapping and the rotation of Gizmo.

1003_tid_id12.gif 1003_tid_image47b.gif
Finally to finish with the ID 12, a planar map.

continued on next page >

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