From the course: Game Art: Model & UV Map a Low Poly Character
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Unwrapping the wheels and support - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Unwrapping the wheels and support
- [Narrator] Continuing on with the unwrap that we started in the previous exercise, in edge sub-object mode on our unwrap modifier, what we want to do is select one of the horizontal edges from the center of each bolt here. These, in the new edges that we've created in that same video. Once we have those, we can use the loop option in the command panel, which should loop all the way out on the upper bolt, coming right up to the edge. And on the other two, it should start at the point where it meets the cross piece. But continue all the way around to the back on the cylindrical piece itself, which is exactly what we want. With those edges selected then, we can come to the leftmost bolt in the view and where the loop stops as it meets the frame, we want to select the vertical edge sitting just above. And then, continue on with the loop by selecting the one sitting just above that. Turning back the other way now, we want to select the edge that runs across the top of the bridged…
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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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