3ds Max: UVW Unwrapping For Dummies

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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cooldude5990





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3ds Max: UVW Unwrapping For Dummies

Post by cooldude5990 »

For all of you that want to learn how to unwrap here is a tutorial i made. In this tutorial you will unwrap an hk ump clip.
I NOW HAVE THE ZIP!
Thanks Wraith for uploading the max files.
http://bellsouthpwp.net/c/o/cold_fusion ... torial.zip
If you want a .3ds file ask me on aol
Sorry for the different size images i dont know why it came out like that.
Things you need
- Max 7 (to open my max file, talk to me on aol ill try to get a 3ds)
- Texporter (free download search google)
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first go to the modifier tab
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then click on unwrap uvw
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then click on the + sign and click on select by face
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when you click on edit this is the screen that you should see.
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then drag your mouse over everything in the edit box.
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then click on object params z then planner map.
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then move that up out of the box. this will be a visual on what you did not map on the object yet. If you ever wonder what you did not map and something is there just drag you mouse over it and it will select the face on the model.
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now select the faces on the left side of the model (including the ones that are chamfered)
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then click on planner map with it still on z and it will come up in the edit box. (you can close the edit box if you want when you have to do stuff in the perspective screen).
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then what you want to do is move the side of the clip down out of the box.
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now select the faces on the right side of the clip.
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you can click planner map again.
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then move it down next to the other side
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then select the front faces and make sure you click on x mapping. and you can click on planner map now
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and you can click on planner map now
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now move it down under the current pieces
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now click on the back part of the clip
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planner map it
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move it under the pieces you have
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now click on the top of the clip with y mapping selected
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now planner map it
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when you map it it will be really big so just scale it down to about the above size
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then you can move it inbetween the two clip pieces
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now click on the bottom peices
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and click on planner map again
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this one is big too so you can scale it down and move it between the clips again.
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Now you have to move it in the box in the middle like i have done in the above pic. You will have to scale some stuff down to make it fit.
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now go to advanced options
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now you have to change the size to 512 x 512 for most games.
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then click on the hammer button
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click on more. go to texporter and then click on ok
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change the size to 512 x 512 to match what you did in advanced options.
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then click on pick object and select the clip.
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then this screen will come up. you will notice not everything is on it. dont panic.
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leave the texporter screen up and go to the unwrap screen again
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then you have to see what isnt there. then u drag down the option with the yellow arrows (not sure of the name).
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then u select the peices that arent there and click that botton
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click the middle (doesnt matter the order)
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then you will notice when you do it to this piece it goes backwards. its ok. just move it back into the box.
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then go back to texporter
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then click on the clip again and it will be fine
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now you want to save it somewhere
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now press "M" to open the material editior. click the box next to diffuse and then double click on bitmap.
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then open your textport .jpeg or whatever (you will have to make it a .tiff for halo in photoshop)
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then drag it onto the model. you have to click the doted box so the texture shows up.

Hope this helped. If you have any questions ask me on aol SPYD3RPAINTBALL
Aslo when you have the sides in the unwrap screen if you drag the side verts out the texture will look better. But i didn't do that i remebered to do that at the end.

-Falcons
Last edited by cooldude5990 on Sun Jun 19, 2005 11:25 am, edited 5 times in total.
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rossmum





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Post by rossmum »

THANK YOU!

*worship* *worship* *worship*

Does it work for Gmax too?
Patrickssj6




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Post by Patrickssj6 »

nice tutorial.I saw a vid tut about this and yours is better.
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Katarn





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Post by Katarn »

unfortunately, the video tutorial is better for explaining the techniques, but this tutorial is better for people not as well-versed in max, stickied.
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Post by Sonictag »

kool tutorial, I would have stitched or welded them all together though, from the top, so it makes a + sort of shape.
cooldude5990





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Post by cooldude5990 »

thanks guys
and sonic tag i was gonna stich them but then the tutorail wouldve been really long picture wise. i was supprized photobucket let me upload all this in less than 15 min. I had to make a new username tho.
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Lord_Behemoth





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Awsome work

Post by Lord_Behemoth »

Thank you very very much for this awsome tutorial. I have been searching
for ages for a good skinning tutorial and this one was very usefull.

thank you


a gratefull modeler (and now skinner :D )
Katarn





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Post by Katarn »

this isn't a skinning tutorial....
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Incindeary





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Post by Incindeary »

Does this work for modeling things like "Blender?"
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halobuddha





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Post by halobuddha »

nice tut i kan finaly model my weapon!!!!!!!!!!!1
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Hydra12345





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Post by Hydra12345 »

praps its just me, but every time i try this at the end i just get a gray box?? but if i just drag any picture in at the start i get the picture but then have to unrap it.
Kafziel





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Post by Kafziel »

This is absolutely everything I needed. Thank you(X 84758575).
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a mammoth




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Post by a mammoth »

Thanks this tut is awesome, I can finally make a model with decent UVWs, But how do you UVW a cylinder?
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