how to draw a 3d dog step by step

It is not hard to employ a uncomplicated or procedural textile to an object. But it becomes much more complicated when the surface needs a certain texture displayed on it. Any texture map is put in the Diffuse slot of the material, merely the results of rendering may be unpredictable. That'due south why we need to learn how 3DS MAX applies textures to 3D objects, what UVW Map is, and why you should "unwrap" it.

This article is written for those who are learning 3DS MAX, only already know the basics: interface, modeling, modifiers, and materials. This is a step-by-stride tutorial: we won't explain what all the buttons are for, but will prove the ones most commonly used.

Let's start with a uncomplicated model of a dinner table. Its geometric shape will help us acquire the standard tools. You can use any elementary box or cylinder-shaped model to get articulate and like shooting fish in a barrel to meet results. Assign a elementary material to it – depending on your rendering engine or deject return farm you use, it tin can be Standard, VRayMtl, or CoronaMtl. Add a Bitmap to the Diffuse slot and apply a texture (you can as well drag-and-drib the texture into the slot). In our case, we downloaded a costless forest texture from Arroway Textures. In the Bitmap'due south settings, click the "Show Shaded Cloth in Viewport"  checkbox, and the texture will become visible.


The texture is plainly besides stretched and doesn't brandish properly on the sides and legs. By default, 3DS MAX tries to projection the texture on a 3D object as if it was a simple plane, and then stretches the pixels on the edges for the height. To define how to properly display our texture, nosotros need a UV Map.

3D software "unfolds" the 3D object onto a plainly surface then links each pixel with a matching pixel on the texture. The process of linking these pixels together is called UV mapping. In 3DS MAX, this is done through the UVW Map and Unwrap UVW modifiers. After that you are ready to use 3ds Max render farm to render your projection.

UVW Map: for simple shapes and objects


Apply UVW Map modifier to the object. Length, Width and Height values control the size of the Gizmo of the texture project. When using square seamless textures ,we tin can enter the size of the materials shown on the texture. It is easier when our textile has certain elements for which we know the sizes (e.one thousand. floor boards, bricks). This way, the size of the texture is calculated by multiplying the width/length of a single chemical element by the number of elements. Otherwise, you have to approximate or estimate the suitable values. Our texture'south size is 1200 x 1600 pixels, and we don't know the size of the cloth on it in millimeters (our organization units). Allow's endeavor putting these values in Gizmo sizes – 1200 x 1600 x 1200 mm. The result is good enough for our case. When guessing the values, make sure to go along the aspect ratio between dimensions constant.

NOTE: if you lot are using existing materials from Corona Material Library or VRay Material Library, cheque the "Real-World Map Size" checkbox in UVW Map preferences. Texture sizes are already built into these materials, so you lot don't have to guess them.

Our texture looks much better now, but it is rotated the incorrect way on the table legs. The rotation of the texture is controlled by the object's Gizmo; to alter it, open the modifier'southward gyre and select it. Yous can movement, rotate, or scale the Gizmo like a normal object. Use the Angle Snap tool to plough Gizmo 90 degrees by 1 of the axes (X or Y, depending on your object).


This is a expert result for an object in the background, or abroad from the focus of the shot. Attempt choosing dissimilar UVW Map types to see which one fits your object best. For case, hither's how our table would look like if we use Cylinder, Shrink Wrap or Sphere projections.


Unwrap UVW: irresolute a UV map manually

Our table has a simple shape, only the texture nevertheless doesn't look perfect later on applying UVW Map. There is a seam in the middle of the leg, which will get more visible once we alter the texture. The imperfections volition exist fifty-fifty more than noticeable if we assign UVW Map to an object with many elements that don't fit standard gizmos. In this instance, nosotros need to apply Unwrap UVW modifier instead.


Unwrap UVW has many tools for creating and editing the UV maps, and figuring out how it works is not that like shooting fish in a barrel. Start, let'due south click the Open UV Editor button; hither we can see our electric current map. This one was created by UVW Map modifier applied right before Unwrap UVW. The map volition be empty if the object was not created through basic primitives.

The elements of a UV map can be interacted with through Vertices, Edges and Faces, the aforementioned as in Edit Poly. If you pick a face on the UV Map, it will go highlighted in the viewport, and vice-versa. To select the whole UV Map element, use the "Select By Element UV" toggle switch, located next to the Faces icon. This can be used with any pick style.


Right at present, all of the map elements are stacked on top of each other, and it is hard to figure out which is which. Select all the polygons (Ctrl+A or through area selection) and click "Pack Normalize". The elements are now spread out on the whole map, and we can edit each separately.


Try clicking different polygons to run across them highlighted in the viewport. You tin can see that the tabular array legs are divided into several elements, which is why we see a seam there. Let'due south stitch them together. Pick an edge in the middle – it will exist highlighted in red, while the adjacent 1 will get blue. Right-click the highlighted border and select Stitch Selected. The elements will connect, the edges volition get one and the seam will disappear.


Continue stitching the edges together wherever yous want to remove the seams. It'due south not ever possible, and sometimes you may brand a incorrect decision. If the unwrapping didn't turn out that well and yous tin no longer undo it, just delete the modifier and kickoff over. In our instance, we left the bottom of the table separate from the top, and stitched together the sides and legs of the table in two parts.

After the elements are stitched together, select all the polygons once once more and click Pack: Custom. Now the elements are packed together, without intersecting, and fit neatly into the texture. However, we want to meet our wood texture instead of checkers, so let'southward select it in the acme-right corner menu. Ideally, you lot'd use a seamless texture – this fashion you tin calibration all the texture elements outside the bounding box to gear up the proper size. In our case, the outcome is expert enough.

Here is our effect then far:


Annotation: Yous tin can create an interesting material layout by using several UVW Map modifiers for dissimilar faces selected in Edit Poly. For example, this is what you can get by applying Cylinder gizmo to table legs, box to the sides, and sphere to the top surface.

Unwrap UVW: creating a UV map from scratch

It'south non productive to start stitching elements manually when y'all have a complex object. UVW Map modifier doesn't work well with shapes exterior the primitives: it creates seams in the middle of the elements, cuts them in unexpected places, and complicates the already painstaking work. Standard Unwrap UWV tools usually separate an object into besides many elements (endeavor using Tools → Flatten Mapping to see an example). In such cases, it is easier to cutting your ain seams.

Lets take a low-poly model of this creature, which we are going to call Crabby. Apply checker texture to information technology using UVW Map with a Sphere gizmo.


The texture is all stretched on Crabby'southward legs and optics considering these elements don't fit into the sphere. It is better to texture them separately from the balance of the body. Use Unwrap UVW to see green stitches in the viewport created by UVW Map. We don't need them, then permit's click Reset Peel to articulate the UV map.


At present let's create new stitches. Selection the edges yous want to become stitches and click Catechumen Edge Selection to Seam. Make the seams run around each leg and heart stalk, on Crabby'due south belly and back. Y'all may have trouble figuring out the right place to cut at kickoff, merely don't give up. Remember the Reset Pare tool if you don't similar your result and would rather start over.

Our seams expect like this:


Annotation: To learn how to correctly cutting complicated 3D models into patches for unwrapping, you lot'll have to practice a lot. Think nearly texturing when yous are modeling your object and pay attending to places where y'all'll be able to run stitches through later on. Unwrap low-poly models: it means you will have less polygons to worry most; the UV Map will piece of work only fine after applying Turbosmooth.

After marker all the seams, choose a polygon on the surface and click Aggrandize Polygon Choice to Seams. It selects a whole element limited by our new seams. With this option, click Quick Skin – and you'll create a UV map of this element. You tin can pick all the elements at once and the UV map volition be created for all of them, but we are trying to make sure we have fabricated enough seams, so let's repeat these actions for each chemical element separately. Turns out we need one more seam for the eye stalks, otherwise the unwrapped element gets deformed. Undo the unwrapping, create a new seam, and try again.

All the elements are at present unwrapped, but they are plainly non scaled properly. Select all the faces and click Rescale Elements to set it.


The faces on Crabby's trunk expect too stretched on the edges. Select the element, open the Tools menu, and cull Relax. Click Start Relax – the faces gradually start irresolute their shapes and locations to fit the original model improve. When it starts looking expert, click End Relax and Utilise. If the UV map contains knots and overstretched polygons, apply higher values of Stretch and Corporeality – this will fasten the relax procedure. Employ Relax to all the other elements of our map for practice.


The terminal UV Map should fit into the texture, and so select all the faces and click Pack: Custom. Some of the elements that don't need unique textures can be put ane on top of the other to salvage space. Permit's pack together Crabby'due south legs and heart stalks, but go out the eyes separate to subsequently color them with dissimilar shades. Remember that y'all can move and rotate elements to make them fit together better. Only if y'all want to scale them, do information technology for all the elements simultaneously, or they'll lose relative proportions.

Turns out we made too many seams on Crabby's belly, so let's stitch them together through Sew together Selected. Our final UV map looks like this:


To draw our texture, allow's consign this map. In the Tools menu, choose Render UVW Template. You can set up the image size, colour, and thickness of the lines in the opened window. Click Render UV Template and save the image in whichever format you similar best. Now we can describe a texture for Crabby in any drawing application.


Create a new material with this map in the Diffuse slot and utilize it to the model. Crabby is finished! The UV map works for both low-poly and high-poly models.


In this tutorial, nosotros've learned how to create UV maps in three different ways. In practice, they tin can be used all together or separately. Every 3D artist or studio develops their own pipeline for unwrapping. Practice and experiment more to find the workflow that suits you the best. Good luck!

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Source: https://megarender.com/blog/uvw-map-and-unwrap-uvw-a-step-by-step-guide/

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