From the course: Game Art: Model & UV Map a Low Poly Character
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Mapping the piston - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Mapping the piston
- Time to unwrap our piston arm, so that it is ready for use in the texturing of normal map making parts of our pipeline. We can start by making sure only our low poly mesh is in the isolation mode and then move onto adding UVW map and unwrap UVW modifiers to the stack. And then, on the unwrap, coming to edit to object mode and click to select one of the horizontal edges on either the top or the bottom of our mesh. We can then use the loop command, which again, essentially splits our mesh in half and creates a two cluster set. Now, the arm section of the mesh, we want to unwrap like a cylinder. So, there is no need to have two seams. Holding down the alt key then, let's deselect the horizontal edge on the top of our model, which will leave the seam on the bottom, when we convert our selection over. In fact, let's come down to the peel rollout and do just that by clicking on the convert selection to seams button. We do want to separate the arm into its own cluster, so as to make the…
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Contents
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Creating the piston support3m 57s
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UV mapping the support2m 12s
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Creating the support arm4m 38s
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Detailing the end of the arm2m 51s
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Unwrapping the support arm2m 24s
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Building the piston5m 52s
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Mapping the piston3m 48s
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Creating the piston connector4m 51s
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Unwrapping the connector4m 15s
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