Friday, 18 March 2011

UV Mapping, Part 2

Anyhow, hopefully you have grasped the first few options we can find in UV Master, By now you should understand more how the suggestion painting works in this application, and got some good SEEMS yourself, here is how my look;

-Took me some time, but I got them where I wanted them in the end,
Next stop is;

ATTRACTING FROM AMBIENT OCCLUSION;
This option sorts the SEAMS judging from the ambient occlusion, this is the first time I was using this Plugin and didn't find much use out of this option but i can show you on what principle it works;

The shaded bits ATTRACT the SEAMS, and you get some decent enough results out of this method but if you want precision, get ready to do it yourself.


FLATTEN;


This is basically the end-result you are looking for, and you access it by clicking on FLATTEN, once you get a UV map that works you you all you have to do is press the ''PrintScreen'' key on your keyboard and take it to Photoshop for further editing, I wont walk you trough that process since everyone has the basic Photoshop knowledge. (or so I hope)


Now that we got what we were looking for its only a matter of UnFLATTEN the map and copying it to our mesh;
This is how you achieve that;

So once back in the CLONE view, we just select COPY UVs, then select our Mesh and after that selecting PASTE UVs;


As you can see your material stayed white or SkinShade4, you can always change it back to what it was by clicking on MATERIALS and selecting MetCap Red Wax;

Or if you want you can choose the material you prefer, I like to keep it as default, altough there are some quite neat effects there that you can achieve on your mesh.


Now that you PASTED the UV, its time to use your own Photoshop skills, but before you do that you might want to wait till we get to the part when we start to toy with Maya, since creating decent UV's require's of you to keep shifting back and forth from Photoshop to Maya until you achieve textures that compliment the Mesh.

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