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

Kung Fu Panda TexturingIn previous tutorial (Part 1 and Part 2), you have unwrapped faces. But you can't directly use this unwrapped faces for texturing. We need to fix some face position for easier texture drawing. There are several places we need to fix, like in head, body, briefs and leg.

 

 

1. In Edit UVWs window. Focus on head faces. Select several faces at left side (look at image below). In main menu, choose Tool>Break (Shortcut Ctrl+B). Then, move detached faces to the right side. Change selection to Edge. Select several edges like image below. Use Ctrl+click to select more than one edge. You need to zoom in to select all edges. Then, choose Tools>Stitch Selected.Just click OK in opened dialog box. You'll have perfect symmetry head.

Image

 

2. Next, we are going to fix body, briefs, and leg faces. Most people use Pelt Mapping when unwrapping legs. But in this tutorial I will only use standard unwrap uvw. Pelt Mapping will be discussed in another tutorial.

Select right side briefs faces. Use Break (Ctrl+B), and move each of them near the body. Look at image below fore reference. Use Rotate and Mirror Horizontal to each side of briefs.

Then, change selection to Edge. Select 2 edges in body. Choose Tools>Stich selected. In opened dialog box, uncheck Scale Clusters and then OK. Repeat the same proces with other side of briefs.

Image

 

3. Change selection to Face. Select faces at left side of body. Break, move to the right and Stich them.

Image

 

4. Now, leve body faces for a while. Let's modify legs faces first. Select both legs. Click Mirror Vertical, then Mirror Horizontal. Mirror Vertical is available when you click and hold Mirror Horizontal button.

Image

 

5. Select several faces at right side of legs (look at image below). Break, move them to the left and Stitch

Image

 

6. Now, select both legs faces. Use Scale Horizontal to reduce legs width. You can get Scale Horizontal button, if you click and hold Scale button. Then move each leg to its proper position near body (look at image below). Place legs as near as possible to body.

Image

 

7. Change selection to Edge. Select several edges like image below. Then choose Tools>Stich Selected. This time uncheck Align clusters and Scale clusters. Click OK. Do stitching on one leg at a time. After stitching, you'll notice that in circled area there are unweld vertices. Change selection to Vertex. Go to Tools>Target Weld. Select one vertex in circled area, and move them to another vertex. We have finished fixing the faces position.

Image

 

8. Now, you can arrange model parts to fit rectangle area. Use scale if necessary. Make sure they are all inside the rectangle. Note: I use mirror to change arm orientation.

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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monjanse  - how do i select map faces?   |2010-07-11 05:20:46
when i try to selekt a face in the map editor like showing here, it selecting
whole uvmap, not a part as showing on y7our pictures. what must i do?
escalight   |2010-07-16 07:44:01
Change the selection to Face (In modifier stack, click plus (+) sign left of
Unwrap UVW modifier and highlight Face)
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