From the course: Game Art: Model & UV Map a Low Poly Character
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Unwrapping the hub - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Unwrapping the hub
- [Instructor] With the modeling of our hub taken care of, what we want to do in this exercise is UV unwrap the model so that it is ready for the texturing phase, which, in my particular pipeline, usually involves taking it into either the Substance Designer or Substance Painter applications. Over in the Modifier tab, then, the first thing I want to do is add a plain old UVW Map modifier. The reason for this being that because the modifier defaults to a simple Planar Mapping option, we can easily clear away any unwanted UV seams that may exist in the mesh and clutter the view, making it difficult to place our new seams. Such hidden elements can appear as we create max objects that have the Auto Generate feature for UV mapping coordinates turned on. This, then is just a quick catch-all step that I like to perform simply for the sake of peace of mind. With that done, I can add an Unwrap UVW modifier, jump into Edge Sub-Object mode, and then, select the edge that will eventually be…
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Contents
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Creating the hub7m 16s
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Shaping the hub4m 22s
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Unwrapping the hub5m 42s
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Creating the drive shaft, part 14m 49s
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Creating the drive shaft, part 22m 28s
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Using symmetry modifiers to keep the shape6m 4s
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UV mapping the drive shaft3m 49s
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Building the drive cylinder4m
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Using guide objects5m 36s
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Detailing the drive wheel5m 1s
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Finishing off the drive wheel3m 44s
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Setting up UV maps for the wheels3m 26s
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