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UV Mapping Tutorial for 3D Studio Max R3.1
Written by Frank Lopez
Originally written on May 19, 2002
Posted on July 6, 2006
Requirements
3D Studio Max R3.1
This tutorial is for planar mapping, meaning that it's not the typical
cylindrical mapping. It's to help you flatten your model's coordinates
to prepare it for skinning. In this tutorial I will use a simple head...
yeah it sucks but it was done quickly to get this tutorial set up. Before
we get started you might wanna get a neat little plugin called Texporter
(you can get it here).
You don't really need it but it'll make things easier.
Step 1. Load your model.

To make it easier for your viewing pleasure, right click on the Front
View port and click on Edged Faces. I really don't want
to get too deep into this so look at the diagram below and put checks
on the ones I have checked to make it a little easier.

Step 2. Select your model by clicking on it once.
Step 3. Click on the Modify panel.

Step 4. Then you're gonna click on the Sub-Object
button and then click on Face.

Step 5. To make it easier for myself I will cut the
mesh in half. If it's possible you can do it as well (it will save a lot
of space). If you can't cut your mesh in half then skip this part. Select
half the mesh and hit delete on your keyboard or go to
Edit and click on Delete.

After Deletion

Step 6. Okay, so then you select a certain section,
for instance the front part of the head.
Step 7. Now you have to detach it. Click on the Detach
button which is located under the Edit Geometry drop down list. You're
gonna see a window pop up to label the detached faces. Just leave it as
it is. It'll label each one as you detach the individual sections.

Make sure you also select Ignore Backfacing so that
you don't select any faces in the back of the head. I don't have it checked
on my screenshot but I will check it when I need to.
Step 8. Do it for the rest of the mesh. Detach the
faces by sections until everything is detached.
Step 9. Now unclick Sub-Object and
press the Attach List button which is located in the
same spot under Edit Geometry drop down list. Select them all and then
click on Attach.

Step 10. Now you have to select the mesh. Go to Edit
and click on Clone. This will make a copy which you will
need later. Just move it to the side for now.
Select the original head and click on Sub-Object then
click on Element.

Step 11. Now it's time to lay everything out. Make sure
you do this on the Front View port and that every piece is facing forward
as well. As seen on the image below.

Step 12. Once you have everything laid out you select
everything and click on the UVW Map Modifier button and
click on Planar if it is not already selected. If the
gizmo... that square around the objects does not appear to be around all
the parts, click on the Fit button or try clicking on
Sub-Object and click on Gizmo and stretch
it out. Make it taller or whatever so that it fits as shown below.

Step 13. Now click on the Create tab
and then click on Compound Objects and click on Morph.

Step 14. Remember the clone copy? I hope you do because
this is where we need it. Now you're gonna click on the Pick Target
button and then choose the clone we saved.

Okay, so it snapped back into place and now you can delete the clone
copy. We're done with it.
Step 15. Now go back to the Modify
tab and click on More and select Unwrap UVW
and click on OK.

Step 16. Next click on Edit and fix
what needs to be fixed. You can attach some of the parts that connect
with each other. For instance, the side of the head with front of the
head.

After fixing the UV's

Step 17. If you have the Texporter
utility, go to the Utilities tab and click on More
and select Texporter. Now you click on Pick Object
and click on the mesh. Before you do that, make sure you have it at the
correct size 800 x 600 or whatever size you want. It will generate an
image which you can save as a .bmp or .tga etc. You can also select Wire
Frames if that's your fetish. I usually leave the defaults.

If you don't have the Texporter
utility then you have to print a screenshot save and cut the image
using Photoshop or Paintshop Pro then resize it to your liking.
Step 18. Now bring up the Material Editor
click on on one of the circles up on top.

Step 19. Click on the Maps Roll Out
below and click on Diffuse and browse for the mapped
image. Once you have the image simply drag and drop the image unto the
mesh.

Step 20. Okay, you're all done if you didn't cut the
mesh in half, but if you did then you have to click on Edit
and then click on Clone. On the pop up window click OK.
Step 21. Next you have to click on Tools
and then click on Mirror. Click OK on
the window that pops up.

Step 22. Now you have to put your mesh in its rightful
spot. Make sure you don't leave any gaps or openings.
Step 23. Click on Attach on the Modify
tab. If you're not there yet once Attach is clicked then click on the
side that is not selected and there you go. Both objects are now one object.
LET THE SKINNING BEGIN!!!

Any questions you can email me at thornbird73@yahoo.com.
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