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

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

Tutorial Details

Final Product What You'll Be Creating

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.


Part 1

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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


Part 2

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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


Part 3

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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

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Discussion 8 Comments

  1. Richard. C says:

    Have been following your riot shield tutorials and can honestly say they’re amazing. Very straight forward and easy to follow/understand. I’m currently doing a 3d course and have learnt more from your video’s than I have from my course materials! Thanks alot Ben, keep them coming :) Really appreciate the time and effort you put into it.

  2. Luis says:

    Hello Ben! thanks for sharing this… I beginner in unwrap with max, I think are very usefull

    Greetings!.

  3. Daniel says:

    is the modeling part already finished??

  4. Carlos says:

    Oh my god, very good,
    you will also teach the texture?

    sorry, flood,
    google translate!! rsrsrs

  5. Iani Stoianov says:

    Its a lot harder for the people who dont use 2012 version to follow along the mapping process.

  6. gogita says:

    Very good lesson

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