Unwrapping a Model
As I followed the same procedure to unwrap all of the objects in the models I found it more useful to have it compiled in one blog as opposed to the repetition if I was to break it down in all the blogs for the models I have made.
A simplistic way of describing Unwrapping is if I had a cereal packet and open it up cutting along the edges so I had six individual sides to the box. I then have to stitch together those edges so that it forms a net, but I have to be aware that only some of the edges can be stitched as it has to ‘wrap’ around the object.
Step 1:
First select one of the objects which make up part of the model.
Step 2:
Go to the Modify tab and from the drop down menu select Unwrap UVW.
Step 3:
In the Edit UVs folder I select Open UV Editor.
Step 4:
This opens the Edit UVWs box. From here I click on Mapping and then select Flatten Mapping.
Step 5:
I then arrange all the Flattened Maps so they are not on top of one another.
Step 6:
I then have to stitch together the Mapping co-ordinates as best as I can. I do this by selecting an edge which will highlight blue and look for another edge which is highlighted in red. I place these two edges as close to one another as I can and then use the Stitch tool. I have to be aware that although some edges show that they join together this may not be practical and are best left unstitched.
Step 7:
After stitching I then have to ensure that the horizontal and vertical vertices are aligned. To do this I select the vertices to be adjusted and on the right hand side of the Edit UWVs window there are the Quick Transform options. The icons with the line and two arrows either side is what I used to align the vertices horizontally and vertically. After I have aligned the ‘net’ then ensure that it fits onto the checkerboard grid. I can if needed scale the net down so that it does fit.
Step 8:
In the top right of the Edit UVWs window there is a drop down menu. The pre-selected option is CheckerPattern (Checker) but I need to go into the drop down menu and click on this option again to assign the mapping to the selected object. The checker grid should be evenly spaced across the object. This is so that when the texture is projected onto the object it appears as clear as possible. Stretching of the checker pattern will result in stretching of the texture and not giving the final product a very good finish.
Step 9:
Once I was satisfied the checker pattern was okay I saved this mapping as a template, by going to File > Save as and naming it, for example, Bollard UV Map Template and ensuring it saved as a JPEG so that it I could use it in Photoshop for texturing.
Here is the UV Mapping of the models I made:
SHOVEL MAP:
LAMP POST MAP:



.jpg)














No comments:
Post a Comment