fig.01 - Captain Dubious
As you can see he's quite a weird little model-fellow, but nothing fancy going on here. I made him by creating a cylinder, converting it to editable poly and playing about with the move, scale modifiers. Also I used inset & extrude to make the little.. well.. nipplenose type thing on it.get it? checkers.. * tab laughs himself to tears
Since it's hard to see if the UVW map you're making works for you (and doesn't stretch or skew the texture bitmap), we're going to apply a checker texture.'maps'
and click on the button next to 'diffuse map'
.'checker'
- and you'll return to the material editor, which now presents you with the properties for map #1.fig.02 - Playing a game of checkers
Select some nice darkish colours (but make sure there's still enough contrast) and stay away from the bright white. ('editable poly'
selected.).'ignore backfacing'
might help - so you'll only pick faces you can see.'shade selected faces toggle'
), to get a clearer view on what you've got selected.
It comes in handy every now and then - I prefer it enabled.fig.03 - Selecting a face
Now select the UVW Map modifier, from the drop down list:fig.04 - Location of UVW modifiers
Yup, there it is - note that the UVW unwrap modifier is right below it. And yes, I know the unwrap, and not the map modifier is selected in the pic, I was just too lazy to change that later - you need the map mod.fig.05 - UVW Map parameters
Note the changes selecting the gizmo made in the viewport. What you see is actually how the selected faces are projected on the UVW map area.'Fit'
button on the right. This'll make more sense later, if you don't see the point right now.F2
).'cut'
from the menu.
Just re-select the modifier from the drop down list, and you're all set.'edit'
. This will open a new window:fig.06 - UVW Unwrap window & options
Remember the suggestion I made about the colours of the checker-tiles? If you'd used black & white - you'd have had a little trouble seeing the vertices and edges in the map (ofcourse, you can also edit the way those look - but that's more work, a thing we will gladly avoid at any time)'unwrap options'
from the menu.'Constant update in viewports'
and 'Show selected vertices in viewports'
are enabled.
In case you're suffering from a mild concussion and get it right - it should look like this (fig. 07).fig.08 - Tiles be square!
Select all vertices and rescale them in either single direction, till the checkers stretch no more. If you can't see it properly in the viewport, scale the whole thing down so you can get a better look at the shape of the tiles. Don't worry if that feels kind of awkward, and relax; it's not a brain tumor.fig.09 - Place the bit outside of the main map area
When you're done, place the edited vertices outside of the main UVW map area, as shown in fig.09. Remember where you placed them, too.'collapse all'
(or 'collapse to'
) from the menu.
This will convert the list of modifications to a single state object again, safe for you to play around with once more.'cylindrical'
instead of planar. you can see the gizmo's changed in the viewport.fig.10 - Cylindrical UVW Map projection
Enter rotate-mode, and rotate the gizmo along the Y-axis, until the green edge is underneath the model (you want the seam to be in the least visible spot, and we assume no-one will want to check Captain Dubious' sex).'Edit'
button again.fig.11 - Cylindrical UVW Map projection - unwrapped
You'll see a nice big rectangle made out of 24 faces like in fig.11 (if it looks messed up,'cut'
the unwrap modifier, play with the UVW Map gizmo and try again).fig.12 - Cylindrical UVW Map projection - unwrapped and fixed
Fig.12 shows what you're supposed to end up with. It isn't perfect, but it's the principle that counts here, and it could sport a nice enough skin.'Edit'
.fig.13 - Two bits of the map
By dragging vertices about and checking the result in the viewports, you can detect which vertices on the map coorespond to which on the model -ctrl-z
- and you're back in business.
In my case, I had to flip the single frame vertically, and scale it up a bit, before I could place it onto the cylindrically-unwrapped bit like in fig.14:
fig.14 - Two bits of the map - sitting in a tree
Weld the vertices that are lying on top of eachother with the weld tools. Remember, where selecting & clicking weld doesn't seem to work, weld target mode will always do the trick.fig.15 - The end result!
And there it is folks, a fully unwrapped and semi-de-seamed UVW Map for Captain Dubious!