My notes;
I successfully made a map of the head using this cylinder method.
Have the head selected then select the unwrap uvw from the modifier list. then select the faces and drag select over all the polygons in your perspective to make sure they are all red. then hit the cylindrical in the map perameters and hit align z to get it over hole head. then you have to select local in the drop down menu next to the move tools then you have to make sure the green vertical line on the cylinder is at the back of the head.... use your rotation tool. hit A to make sure angle snap is selected
then hit edit, then your map thing will pop up then. your usable map should be there. click off the cylindrical button to exit out of that. then in your map screen under tools, select render uvw template. then save that to your computer.
when bringing the edited png back into max after editing it in photoshop. I just open the material data thing and picked a new slot while the head was selected, then scrolled down to maps. and hit the button next to diffuse color and slected bitmap as I always did. then simply pressed the assign material button then show in viewport button
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Mapping the Helmet
I successfully made a map of the head using this cylinder method.
Have the head selected then select the unwrap uvw from the modifier list. then select the faces and drag select over all the polygons in your perspective to make sure they are all red. then hit the cylindrical in the map perameters and hit align z to get it over hole head. then you have to select local in the drop down menu next to the move tools then you have to make sure the green vertical line on the cylinder is at the back of the head.... use your rotation tool. hit A to make sure angle snap is selected
then hit edit, then your map thing will pop up then. your usable map should be there. click off the cylindrical button to exit out of that. then in your map screen under tools, select render uvw template. then save that to your computer.
when bringing the edited png back into max after editing it in photoshop. I just open the material data thing and picked a new slot while the head was selected, then scrolled down to maps. and hit the button next to diffuse color and slected bitmap as I always did. then simply pressed the assign material button then show in viewport button
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Mapping the Helmet
Apply the material to
the helmet:
- Continue working on your file from the previous exercise or load the file pilot02.max found under \tutorials\materials_and_mapping\unwrap_uvw.
- Zoom in on the pilot’s helmet in the Perspective viewport.
- Press M to open the Material Editor.
- Find the material named Pilot_Head. Drag this material and drop it on the helmet in the Perspective view.
- Close the Material Editor.
Map the helmet:
Select the
Helmet, then go to the Modify panel.
- From the Modifier list, choose Unwrap UVW.
- Expand the Unwrap UVW modifier, then choose Face sub-object level.

- On the Selection Parameters rollout, turn off Ignore Backfacing.

- Drag to region-select all the faces that make the helmet. The whole helmet turns red.
- On the Map Parameters rollout, click the Cylindrical button. A cylindrical
mapping gizmo appears, but its size and orientation are incorrect.
.png)
- On the Map Parameters rollout, click on Align Z to adjust the gizmo to the
helmet.
NoteTake a look at the vertical green edge at the front of the cylindrical gizmo. This represents the edge that will be used to unfold the map. You will need to rotate that edge to the back of the helmet to better fit the map assigned to the material. - From the main toolbar, click the Rotate tool and set Reference Coordinate
System to Local.

- Press the A key to turn on Angle Snap.
- In the perspective view, rotate the gizmo 180 degrees on the Z axis (blue
axis) until the green edge is at the back of the head.
.png)
- On the Parameters rollout, click Edit to open the Edit UVWs dialog box.
The selected faces are
unfolded against a checkered pattern, but it might not be completely
symmetrical.
.png)
- Rotate the cylindrical gizmo an additional 5 degrees on the Z axis.
This fixes the
selected faces into a perfectly symmetrical layout.
.png)
- On the Map Parameters rollout, click the Cylindrical button to exit that mode.
- In the editor, from the map drop-down list, choose the helmet map defined in
the material.

- Make sure the Options button in the bottom right corner of the dialog box is active.
- In the Bitmap Options group, set the Brightness to 1.0. This makes the background image easier to read.
On
the dialog box’s main toolbar, make sure the Freeform Mode tool is selected.
- Position the cursor on one of the corner boxes to scale the selected faces, or anywhere inside the selection to move the selected faces.
- Make a preliminary adjustment for the selected faces to fit the background
image.
.png)
- In the Selection Modes group at the bottom of the dialog box, choose Vertex
sub-object mode.

- Adjust groups of vertices, as you did in the previous exercise.
.png)
- Exit the Edit UVWs dialog box when done. In the Modifier stack, exit the sub-object level.
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