Subject: Modelling (3D) 25.10.13
- Make sure you have all the faces coloured accordingly - front (red?), side (yellow?), top (light blue?), etc - note terry colours.
- Have hypershade open. Window -> Rendering editors -> Hypershade.
- Have planar mapping options open. Create UVs -> Planar mapping option box. Reset options. Select camera and tick keep image height ratio.
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In UV texture editor.
- Face icon = turns on and off view.
- Toggle shaded UV display = shows whether the maps are positive or negative on the model ( have turned on )
Note: Can do UV mapping at ANY time - after animating, after modelling, after rigging. Do shots first rather than UV mapping.
Select all red faces (be in front view). Click apply on the planar mapping options.
Move the projection off the grid. Right click - select a single UV. (might have to select move button). Right click on this UV point, hold ctrl and click 'to shell'. Then separate. Do same for all colours.
Front colours: Red, blue.
Side: Yellow, Pink, White.
Top: Green, Aqua.
You should have 2 projections from red, 6 from blue, 3 from yellow, 6 from pink and 4 from green.
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There is a little arrow under the preset buttons on the left hand side down the bottom. Right click it and select 'two panels side by side'.
Close the texture editor and minimize the planar options and hypershade.
On the right window in the perspective view go 'panels' and 'panel' then UV texture editor. (If you haven't closed it previously it won't open).
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The blue, purple and red coloured projections indicate the positive, and negative normals. Blue = Positive, Purple = Both (Have to separate), Red = Negative.
Start with the legs (3 different coloured UV maps).
Go to 3D view - Select the two edges right between the legs (on the yellow - this is to separate and change the purple map to either positive or negative.
Go back to the UV texture editor and click the scissors (this is to cut the UV).
To see the UV border edges - click the two boxes overlapping in the UV texture editor just to make sure. In the inside of the leg - click the UV and go to shell and separate. The purple will transform to a blue and red shell.
Do the same for the feet.
With the hands, select the outline of the hands. Select the start edge, flip around to where you want - hold shift and double slick to select the edges in between. Remember to to the other hand then cut and separate.
The collar is a bit tricky. Select the centre back edge and cut upwards so that the collar is in half. Separate the shells. Select one of the shells and use the horizontal split button in the UV texture editor button set on the top of the window.
Drag it up next to the other side and select the same edges as we cut and sew them back together. Using move and sew (button diagonally opposite scissors). Make 2 more cuts on each side of the collar - as shown in the terry file. Now click the smooth UV tool. 3rd along the top of the UVTE. Drag to unfold and lay out flat (stay clear from relax - do unfold all the way)
Don't worry if the scale expands or gets smaller we can fix this up later.
Note: NEVER USE UNFOLD ON A RED SHELL.
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Scaling UV Map projections.
Create a new lambert and call it 'checker_Lambert'.
Apply a checker - its provides an easy way of identifying distortion eg: scale, twist. Apply to whole terry_geo (drag and drop).
Repeat checker UVs 32.000 by 32.000
Change view to viewport 2.0.
Don't worry if the seams don't add up. Under layout UV options we can fix our scaling issues by flipping the red parts so they're blue by using the tools 'flip horizontally' and 'flip vertically'.
1. Flip all reds - have to move UV shell tool selected. This will allow you to select whole shells with one click ^^^. Use this to flip them as above.
2. Manually move the UVs outside, mirroring their original placement on all body parts.
3. In the UV texture editor window go Polys -> Layout option box. Under prescale : make sure 'object' is selected. Turn off flip reverse, click apply.
4. Mark all UVs and pull them back out of grid.
6. Select torso middle in 3D view and cut in UVTE and rearrange.