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Kung Fu Panda Texturing Part 2 PDF Print E-mail
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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.

Kung Fu Panda TexturingYou have selected and named each part of panda model in Part 1 tutorial. Next step is to assign each object to its proper mapping type. For example head is suitable with spherical mapping type. Arm is suitable with cylindrical mapping type and so on.

 

 

1. Continue your previous lesson. Make sure Face selection is active in Unwrap UVW. In Named Selection Sets, choose "head". All faces in the head will be selected. In Map Parameters rollout, click Spherical. Next, clcik Align Z for mapping orientation. Don't forget to uncheck Normalize map. If this option is active, you will get deformed unwrap faces (3dsmax will force unwrapped faces to fit rectangle)

Image

 

2. Repeat procedure above with other part of model. Refer to table below. Note: some mapping need to be adjusted, like in "tail", "ear left" and "ear right". Just rotate Gizmo to fit selected faces. Watch image below for reference.

Named faces Mapping Type Orientation
body Spherical Align Z
head Spherical Align Z
arm left / arm right Cylindrical Align X
leg left / leg right Cylindrical Best Align
tail Cylindrival Best Align + Rotate Gizmo
sole left / sole right Planar Align Z
palm left / palm right Planar Align Z
briefs Spherical Align X
foot left / foot right Planar Best Align
ear left / ear right Cylindrical Best Align + Rotate Gizmo

Image

 

3. In Parameters rollout, click Edit button. Edit UVWs window will open. Click Zoom Extents button in the right corner. Now, you can see all faces.

Image

 

4. Select all faces. Scale down to make them smaller. Then, move them near blue rectangle. You need to scale all faces several times before they are small enough to fit the rectangle. To make you able to see blue rectangle clearly, click Options>Advanced Options. In opened window, uncheck Show grid and Tile Bitmap. You can also de-activate Show Map button.

Image

 

5. Use Named Selection Sets again to select each model part. Move and arrange each them inside the rectangle. Just arrange so that you can see all object part clearly. Later, you'll have to to arrange again.

Image

 

Download 3dsmax lesson file up to this point

Kung Fu Panda Texturing Part 1 | Part 2 | Part 3 | Part 4 | Part 5

Other tutorials:
Kung Fu Panda Modeling
Kung Fu Panda Rigging and Skinning
Kung Fu Panda Animation

Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

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