Browsing Tag

UV Mapping

“The Warrior” – UVMapping With UVLayout And Sculpting In Zbrush

“The Warrior” – UVMapping With UVLayout And Sculpting In Zbrush

This entry is part 3 of 2 in the series Warrior

In part 3 of the “Warrior” tutorial series, Ranjit Rhana will take you through the process of UVMapping the character using Headus UVlayout and Maya, and give you an overview of his sculpting workflow using Zbrush.

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier, Part 2

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier, Part 2

This entry is part 2 of 1 in the series UVMapping Using The Unwrap UVW Modifier

In the second part we’ll take what we learned in part one and uv map an entire scene using the Unwrap UVW modifier in 3d Studio Max 2012. We’ll look at some ways to approach high-res subdivided geometry, and ways we can minimize texture stretching and distortion.

After we have UVs applied to every object, we’ll look at attaching and packing everything together in a single layout in preparation for map generation and texturing. All in all I’m hoping this tutorial will help shed some light on what is considered a major stumbling block by many beginners.

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier

This entry is part 1 of 1 in the series UVMapping Using The Unwrap UVW Modifier

So UVMapping… you hate it, I hate it. But unfortunately it’s a necessary step in the process of completing most cg projects. In this tutorial we’ll look at creating uvs using the ‘Unwrap UVW’ modifier in 3D Studio Max, and discuss what uv mapping is, why it’s necessary and some ways to approach it.

In the first part we’ll look at a few ways to map many of the primitive objects found in Max, how to manually pick seams, and how to minimize texture stretching and distortion. In the second part (coming soon), we’ll take what we’ve learned here and lay down uvs on a complete scene. We’ll look at how we can pack the uvs from multiple objects together in preparation for map generation and texturing. All in all I’m hoping this tutorial will help shed some light on what is considered a major stumbling block by many beginners.

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max

This entry is part 2 of 3 in the series 'Ballistic Shield'

Today in part 2 of the Ballistic Shield project we’ll use Max’s built in Unwrap UVW modifier to lay down mapping coordinates on our optimized model. We’ll mainly use a combination of the ‘Convert Edge Selection To Seams’ function and Pelt mapping to unwrap each and every piece of the model before organizing our UVs, and doing a final pack. Along the way we’ll speed things up by using some of the new UV tools offered in 3d Studio Max 2012.

“TF2 Sentry Gun” UVMapping – Day 1

“TF2 Sentry Gun” UVMapping – Day 1

This entry is part 10 of 11 in the series 'TF2 Sentry Gun'

Today we’ll pick up from where we left off, and start laying down some UV’s for the Sentry Gun model. We’ll be unwrapping the entire model inside Max using many of the built in tools found in the UnwrapUVW modifier, including Pelt, Planner and Cylindrical mapping techniques. We’ll also be taking a look at a few of the new mapping features found in 3D Studio Max 2012.

“TF2 Sentry Gun” Modeling – Day 7

“TF2 Sentry Gun” Modeling – Day 7

This entry is part 7 of 11 in the series 'TF2 Sentry Gun'

We’ve finally come to the end of the modeling section for the TF2 Sentry Gun project. In the seventh and final day, we’ll finalized the model by building in the last few remaining pieces in preparation for the start of UVMapping.

Maya Exterior Environment Creation – Day 3

Maya Exterior Environment Creation – Day 3

This entry is part 3 of 5 in the series 'Maya Exterior Environment Creation'

As many of you know, uvmapping can be a difficult and time consuming task, not to mention confusing to those with little experience in the area. In day 3 of the Exterior Environment Creation tutorial series. Ivan will guide us through the process of uvmapping the entire exterior scene using a combination of Maya’s built in mapping tools and Headus UVLayout, a third party uvmapping program.

Maya Exterior Environment Creation – Day 2

Maya Exterior Environment Creation – Day 2

This entry is part 2 of 5 in the series 'Maya Exterior Environment Creation'

Today Ivan Krushkov brings us day 2 of his Exterior Environment Creation tutorial series for Maya. In today’s post Ivan will wrap up the modeling portion of the project by adding the remaining details to the scene. With the modeling complete, he’ll move onto cleaning up and prepare the geometry for UVMapping.

‘The Civil War Cannon’ – UVMapping Day 1 – CG Premium Tutorial
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‘The Civil War Cannon’ – UVMapping Day 1 – CG Premium Tutorial

This entry is part 6 of 9 in the series 'The Civil War Cannon'

Today we’re excited to bring you the next part in the “The Civil War” cannon series by author Chris Tate, available exclusively to our Premium subscribers. In today’s post we’ll begin unwrapping the cannon, starting with the many parts that make up the cannon’s under carriage and wheel sections. To do this, we’ll be using the various tools found in the “Unwrap UVW” modifier. So let’s get started!

Quick Tip: Fast and Easy UVing in Modo

Quick Tip: Fast and Easy UVing in Modo

Today’s quick-tip tutorial takes a look at how to quickly and easily UV unwrap hard-surface 3D objects using Luxology’s Modo 401. Let’s take a look!

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