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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.
In previous tutorial Unwrap UVW Texturing Part 1, I have explained about 8 steps using Unwrap UVW. This tutorial is an addition to that tutorial. We will learn about stitching to create continuous mapping. This feature is important, especially in organic mapping. Consider this, when you texture human, you separate head and body as different mapping cluster. As a result, when you render, there may be a mark in the neck because the mapping cluster is not continuous.
1. You should continue Part 1 tutorial. Or just download sample 3dsmax Part 1 file here (zipped, 3dsmax 8 format, 22kb). In Part 1 tutorial, we have created different texture on three side of faces (look at image below). Now we will created continuous texture on three side of faces.

2. Select object. Activate Modify tab. In modifier stack, activate Edge selection. Then, open Edit UVW's window by clicking on Edit button under Parameters rollout. Select one edge shown in image below (white arrow). Selected edge will turn red. Another edge will turn blue. This blue edge is an edge that share the same edge with red edge in object geometry. Go to Tools>Stitch Selected. Small window will appear. Set Bias=1.0 then click OK. Two faces now will be continuous.

3. Continue with another edge, until you've got result like image below. Three faces is now continuous. You may need to rescale and rotate all mapping clusters.

4. Do the same process like in Part 1 tutorial. Render UV Template and use image as reference to create bitmap texture like image below.

5. Of course, the last part is creating material and apply it to object. Image below show rendered object.

Sample 3dsmax file can be downloaded here (zipped, 3dsmax 8 format, 50kb)
Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email:
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