From the course: Game Art: Model & UV Map a Low Poly Character
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Prepping the model for UV unwrapping - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Prepping the model for UV unwrapping
- [Instructor] With the low poly modeling for this section of the model complete, time to move onto our UVW mapping. Now, ideally, of course, we would probably want to take care of mapping before creating any copied pieces of geometry, as we have here. In truth, though, this will be such a simple process in this instance that the time difference involved will be negligible. Again, though, you should feel free to develop a workflow that suits you. As we won't be needing the high poly geometry for this particular exercise, let's select both the low poly frame and wheels in the view port, exit, and then reenter isolate mode, which will leave us with just the low poly geometry on which we can work. Now, in order to make unwrapping as easy as possible, we may want to make a couple of tweaks to the existing topology on our geometry. For instance, as we take a look at the frame portion here, we see that we have a couple of large ngons on these cylindrical pieces that could potentially get in…
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Contents
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Creating the main wheel support5m 6s
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Refining the wheel support model4m 52s
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Creating the wheels4m 44s
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Modeling the wheels detail4m 4s
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Prepping the model for UV unwrapping4m 47s
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Unwrapping the wheels and support6m 8s
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Creating the single wheel4m 42s
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Uwrapping the single wheel2m 54s
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Creating the main support5m 35s
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Unwrapping the main support2m 10s
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Modeling the tread assembly frame5m 26s
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Creating the rest of the frame3m 1s
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UV mapping the frame mesh4m 33s
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Using splines to create the tracks4m 56s
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Unwrapping the tracks2m 42s
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