From the course: Game Art: Model & UV Map a Low Poly Character
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Unwrapping the support arm - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Unwrapping the support arm
- [Instructor] By now the simple and yet very effective unwrapping process that we've been using here should be quite familiar to us, and although we have somewhat raced through the UV mapping process so as to keep the training course within reasonable time constraints. As we will see, once we get to the end product, the results we get are very good and with just a little more time can be made even better. Let's start the unwrapping process for the support arm then, by coming to the Modify tab and adding UVW Map and unwrap UVW modifiers to our mesh. Let's press F4 to enable edged bases if they are not already visible so that we can see what we will be selecting, and then coming to edge sub-object mode on our unwrap modifier. We want to click to select the topmost edge right in the center of our cylindrical extrusion because then we can hit the loop command to basically split our mesh's UV's in half and create two separate clusters. We want to make sure that the interior of the…
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Contents
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(Locked)
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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(Locked)
Creating the piston connector4m 51s
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(Locked)
Unwrapping the connector4m 15s
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(Locked)
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