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Hey, hey, hey! Look at what we have here. At last I get around to doing the second part of the Alien Fekka! tutorial. This part deals with mapping and texturing of the lil guy, and the application of a slightly new slant on the unwrap technique I developed some time ago. A long time ago, if a galaxy far, far away..... O.k, so you've done the first part of the series and
now you wanna get some textures on the guy. You've got this elaborate
pattern all figured out, it wraps itself all around your model. But
how the hell do you map it? Well in the normal Max way of doing things
you don't. Max has no way to apply complex mapping co-ords to organically
shaped meshes. So normally you would find it very hard to map such
a character as the lil alien fekka!. This is the sort of thing we're aiming for, now the texture may not be to your liking but that's not the point. You're supposed to be looking at how it moulds itself around the mesh. This texture is one bitmap. Step one, you kiss and hold her tightly.....? The first thing you need to do is to take your mesh and cut it up - yeah! you heard me right - cut it up! You need to split you mesh into areas that can be basically mapped flat. I.e. the side of the head, the top of the hand, the bottom of the foot etc. Go over the whole mesh and split it in to chunks.
A little bit added
here, I,ve got a lotta E's from people who got lost at this point.
If someone said to me "Chop this mesh up.." I'd know how
to do it, but I forgett that some of you won't know how to do that,
so sorry about that. With my model, it looked like this after it was chopped (no mercy!). This is the first slow process. The more complex the model, the longer it takes. Move and stretch and lift and relax.... OK now your ready for
the next bit. Stick it all back together again - "WHAT!, you've
gotta be kidding. I just spent five hours chopping it all up, and
you want me to stick it back together!!!!" Use the edit mesh modifier NOT in sub-objects mode - and you get the "attach" button. Use this to stick your bits back together again.
You can see the edges
of the faces on the mesh. The smoothing does not cross unconnected
face boundaries so they show up as hard edges. So even if you re-attach
all the bits together it knows where the edges are, so all your hard
work has not been undone. What it does mean is that you can select
the shapes again - by cunningly using the connected edges option in
edit mesh. The button looks a bit like this -
Do this by using the move rotate and scale buttons, you can also move individual verts to get the best layout. The only thing you can't do is add or delete verts. This is the way I laid
out the head of my fella. You will notice that there are lots of gaps
between the face groups. This is no good! it needs fixing. This new
method of unwrapping you can move verts around and not pay the price
- Hoorar!. You should be able to see the line of edges and the pairs
of verts that need to meet up. It sometimes takes a while to spot
them but it must be done. select the pair of verts that need to be
together and do a non-uniform scale in X/Y
Scale the verts until they meet, and because you scale around a common centre they end up exactly in the middle of the old positions. A good half way house.
This is the final layout of the head, do the same to the rest of the mesh. Welcome to hell!, the second longest part of the job. The owls are not what they seem........ When the whole model is laid out then you need to map it. Just use planar mapping.
You will see on the top left of this pic, that there is a clump of faces that seem not to be laid out. This is the left arm and leg. Because my pattern is the same on both sides I am going to clone these parts after I have mapped them, saves time on lay out.
And this here's the map that is applied to the model. One map that's all, of course bump and specula maps can also be applied. It's the end of the world as we know it.... The next bit is the
stroke of cunning (that, in my UTTER stupidity,, forgot in the first
draft of this tut). Remember that copy of the wee fella that we made
at the start of the tut? |