Final Product What You'll Be Creating
Hi friends, now I will show you how to unwrap the futuristic gun in this part of the tutorial. We will unwrap all the gun parts one by one. Just like we did in the modeling section, we don’t need to unwrap both sides. We will only unwrap half the model and then delete the other half. After that we’ll copy the mapped part to the opposite side and then combine and merge both together to complete the UVs. Let’s learn how!
Additional Files/ Plugins:
First of all select a part of the gun that you want to unwrap first and then go to Show>Isolate Select>View Selected.
With Isolate Select, you’ll be able to see only that part and no other parts of the model. Hence it will be easy to work on only the isolated part
Select the side faces first, and then some bottom faces as well.
Now go to Create UVs > Planner Mapping and click on the options box. It opens the Planner Mapping Options dialog. Set the axis according to your selected faces and click on Apply.
As you can see, a red colored ‘T’ shape is shown in the figure. When you click on it, the Manipulator will be shown on the screen. In the Manipulator, you can see the Move, Rotate and Scale tools together. Click on anyone of them according to your needs.
Go to Edit UV > UV Texture Editor, and open the UV texture editor.
Now we have to check whether the UVs have opened properly or not. Go to Window> Rendering Editor> Hypershade. And Choose the Checker material from material list.
Then select the gun, and go to the checker material. And Right Click > Assign Texture’s Material to Selection.
As you can see in the figure that all the checkers are stretched horizontally. When you open the UV texture editor, you will find the checker material here too.
If you want to hide the texture in the UV texture editor, then click on the display image on/off button, as you can see in the image below.
Now let’s see how to set the UVs perfectly. Go to the UV texture editor, Right Click > UV, then drag and select all the UVs.
Scale the UVs horizontally by using the Scale tool. Now you can see, all the checkers are perfectly squared now. The UVs will be applied perfectly if the checkers are square as shown in the image below.
Now I will show you how to set overlapped UVs. Select the overlapped UVs, then go to Tool >Smooth UV Tool.
When you click on the Smooth UV tool you can see two options ‘Unfold’ and ‘Relax’.
Since UVs are overlapped here, we will use the ‘unfold’ option. Select the overlapped UVs and then click on Unfold. You will see now the UVs are being unfolded. Similarly you should use this tool wherever you find overlapping UVs.
If you want the UVs to be straight, then select the UVs and use the four red arrows (up-down-left right) to modify the position of the UVs vertices.
When you click on the Down arrow, you will find the selected UVs become straight
Select the faces from the front side and then go to Create UV > Planner Mapping. Set the axis according to the selected faces (x-axis) and click on apply.
Select the edges from the joints or from where both the UV sets are connected. When you select edges, you can see some other edges are also selected automatically. What does this mean? It means that the edges you had selected will be now connected with these edges which were selected automatically.
To connect both the UV sets, click on ‘Move and Sew”.
When we clicked on ‘Move and sew’, both the UV sets were connected to each other. But they are overlapped. So it is not right.
Press Ctrl+Z to undo. Select all the faces and go to Polygons > Flip (click on the option box). Now the flip UV options are open. Set the direction to horizontally and click on apply. Now the UVs are flipped.
Select the edges and click on Move and Sew. Both the UV sets are now connected perfectly.
Now select these faces (selected in the figure below.)
Go to Create UV > Planner Mapping (click on the option box). Set the Project according to the axis of the faces (z-axis) and apply.
Open the UV texture editor. Select the UVs one by one and unfold the overlapped UVs by using the smooth UV tool (go to Tool > Smooth UV Tool.)
Now select the bottom edges and apply planner mapping to them as we did in the previous step. Set ‘Y-axis’ according to the faces axis.
By using the ‘smooth UV’ tool, unfold the UVs.
Flip the UVs vertically by using the ‘flip UVs’ option.
First of all, modify the small UV set according to its bigger UV part.
Select the joint edges where both the UV sets will be connected.
Then click on ‘move and sew’. You can now see both the UV sets are connected.
Do the same thing with all the UV sets. Once done, scale them. You can see the checkers on the model, and these checkers are squared perfectly.
Now scale the UVs according to their original size.
Select the back faces of the front part and apply planner mapping (go to Create UV > Planner Mapping).
Go to the UV texture editor, select the UV and scale it according to the model’s proportions. Look at the checkers, if checkers are properly square it means the UVs are opened properly.
Now select half the faces on the top and apply planner mapping.
First delete the half the gun and then select the side and inside faces as I’m showing you in the figure, and then unwrap them.
So far you have come to know how to unwrap. So unwrap the UV sets one by one and keep connecting them together using ‘move and sew’.
And do not forget to unwrap the back faces too.
Now after unwrapping all the UV sets, go to Edit > Duplicate Special (click on the option box), and make a copy of this half of the gun on the opposite side.
Select both halves and open the UV texture editor. In the UV texture editor, go to UV mode and select one UV then go to Select > Select Shell. When you click on ‘Select Shell’, the whole UV set is selected.
Move the UV set upward. You can now see the other half of the gun and it’s also unwrapped.
Select faces and go to Polygon > Flip, and flip the faces vertically.
Before connecting both UV sets together, we have to combine both halves of the gun and merge the vertices. First get out of isolate mode (go to Show > Isolate select > View selected). Now go to Edit > Combine, and after combining both halves together, turn on the isolate mode again. Go to Modify >Center pivot and bring the ‘pivot’ into the center.
In the Top view, select the center vertices and merge them (go to Edit Mesh > Merge).
Sometimes you may face a problem of merging two unwanted vertices together, after using the merge option (see the first figure.) In this case, first of all, press Ctrl+Z to undo and then go to Edit Mesh > Merge (click on the option box) and reduce the threshold. In my case, I’m reducing it to .0010 (see the second figure.)
We have combined the mesh, now we have to connect it in the UV texture editor. Select the joint edges and then click on ‘move and sew’.
So far, you have learned how to unwrap plane surfaces by using planner mapping. Now I will show you how to unwrap a cylindrical shape. First of all we will unwrap the Grenade Launcher pipe. Select the outer faces of the Grenade Launcher pipe, then go to Create UV > Cylindrical Mapping, and apply cylindrical mapping.
Then click on the red ‘T’ shaped icon in the viewport. After clicking on the red ‘T’ shaped icon, it’s color is changed from red to yellow.
Now click on the blue colored circle, which is actually the Scale Tool.
Now you can see the complete scaling tool..
By using the Scale Tool, set the cylindrical frame (that I’m showing with the red arrow.) When you set that frame according to the object, you will see that the Grenade Launcher pipe is properly unwrapped in the UV editor.
In the UV texture editor, unfold the overlapped UV by using the smooth UV tool (go to Tool>Smooth UV tool.) After that apply the checker texture (Right click >Assign existing material > Checker material.)
Now select the inner faces of the Grenade Launcher pipe. You can turn on/off the viewport texture by clicking on the button, that I’m showing below with the red arrow.
Use ‘cylindrical mapping’ and unwrap it. After that connect the inner faces with the outer faces, using ‘move and sew’.
Now you have learned how to unwrap plane/box surfaces and cylindrical shapes. So now you can unwrap the whole gun with using the same techniques (see next three figures.)
One of the most important things is that you must keep all the UVs inside the box. Use the entire space of the box by scaling UVs as you can, but always keep them inside the box.
Now the unwrapping is done. We will now start texturing in Photoshop. For that we have to create a snapshot of the unwrapped UVs. First of all, get out of UV mode and select the whole gun. In the UV texture editor, go to Polygon > UV snapshot.
Set the location (where the file will be saved), file name, size x and size y (always keep in the ratio of 512, 1024, 2048 and so on) and the image format. Then click on OK. Your UV snapshot is now saved in image format and ready to be worked on in Photoshop.
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