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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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