UV MAPPING

UV mapping stands for UVW mapping where UVW denote in 3Dimension what XYZ does in 2 dimension. To be honest no matter how much research you do or how much you read about UVW mapping the only way you actually get  a clear idea of it is when you actually do it, for my treasure map UVW mapping and unwrapping has been the hardest part, its basically a 2d representation of a 3d object so imagine whatever object you have to be flat out on a plane.

Representation of unwrapping and creating a UV map of the cube, once the flat surface is made the 2D texture or image can be added to the 3D cube. (File: Cube representative UV Unwrapping.png, 2008

TEXTURING

now making it a flat plane isn’t the hard part, the hard part come in when you have to make sure no part is overlapping and that all those part connected by the borders have the texture (wood grains or any lines flowing ) in a continuous direction, in easier words, you never get the uv map right in the first try….well not in the beginning atleast when you have to apply two or more textures on your object, however if their is only one texture than it will definitely be easier,

now once you finally unwrap your model you take the UV map unwrapped in a targa file to Photoshop and start adding your textures, this part is pretty easy depending how good your unwrapping is, as long as you know which texture goes where its all good.

textures i used :

)

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UVW unwrap model (purple one)

Screen Shot 2017-03-21 at 1.37.26 AM

UVW unwrap of my treasure chest top

Screen Shot 2017-03-21 at 1.51.17 AM

Texturing of unwrapped targa file in photoshop

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After unwraapping and texturing

SHADING

other than texturing you also other maps, there are a variety of maps such as

4 (1).jpg

  • The diffuse map holds the colour detail. This is where a majority of the detailed texture painting will occur these are the normal images we overlay or place on our bump maps.
  • The normal and bump maps allow additional shading without having to change the model (Digital Lighting).
  • The gloss or specular map determine the shininess of the object. White areas will be more specular and therefore shinier (Reallusion, 2011).
  • The ambient occlusion (AO) maps are overlaid onto the diffuse map to give soft realistic shading (Digital Lighting).
  • The alpha map determines opacity. This allows for intricate detailing such as hair, as shown below (Reallusion, 2011).

but the ones we need are  bump maps and spec maps which help in defining the object more they push in the shadowed or dark areas and highlights the lighter areas the spec maps help in giving a reflection a light as explained above for example if your object has a metal texture it will reflect some light, if it has a wooden or fabric kind of texture it won’t reflect as much light as the metal but it will reflect some light and the depressions in the wood will make more shadows too.

shaders in 3ds max are quite a few and you can customise each by putting different bump maps and diffuse maps and spec maps and create different textures.

The way i did my unwrapping was the traditional way as mentioned above and honestly the only way i know how to, however i saw a video on youtube that too was a tutorial for adding textures on a treasure chest, how he did his texturing left me amazed, all he did was unwrap the model didnt arrange anything and just added one single texture in photoshop, he then came back to his treasure chest opened his material and added the single texture, then selected all the aprts where there was suppose to be another material texture, for that he made another texture but didnt wrap it on the UVs but just placed in the material and dragged over the object i am still a little confused about the steps hence never tried it so i dont know exactly, my unwrapping of the top was the hardest as it has metal and wooden textures and seems of both areas connected and at this stage i dont know how to cchnage the seams of if theres even an option for that.

After i was done with the diffuse maps (bit maps) i started working on my bump and spec maps which were pretty much the same as the bit map just in black and white instead of color.

The final look of the treasure chest, it looks like its black and white but its because of the bump map and spec map once i render it the real colours would show with a bit of depth due to the bump and spec maps

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BIBLIOGRAPHY

File: Cube representative UV Unwrapping.png (2008) in Wikipedia. Available at: https://en.wikipedia.org/wiki/File:Cube_Representative_UV_Unwrapping.png

Reallusion Inc. (2011). Types of Maps. Retrieved from

http://www.reallusion.com/iclone/Help/iClone3/15_Multiple_Channel_Texture_Mapping/Types_of_maps.htm

Digital Lighting. Types of Texture Mapping. Retrieved from
http://digital-lighting.150m.com/ch10lev1sec1.html

File: UV mapping checkered sphere.png (2007) in Wikipedia. Available at: https://en.wikipedia.org/wiki/File:UV_mapping_checkered_sphere.png(Accessed: 6 February 2017).

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