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The first thing we will do
as a way to prepare
the model
is to create a general material
for all the object.
Hit M
and give it a name.
And now to this material
we will assign
a UV checker texture
as usual, so we can know
if the texture projection is correct. 13 00:00:35,370 --> 00:00:37,490 There is applied.
You can´t see anything by now
because there is no
UV mapping at all,
but it will become visible as you map the model.
The first thing I would do
with an object
of this type
is working it part by part.
As a general advice
I would say this needs to be
mapped
first in the easiest parts
or more evident parts.
In this case
I think I will start
with the wings
so let´s enable the simmetry
in the X axis.
We will select
the tip of the wing
and expand
the selection
to that point, for example.
Now click View
and Hide unselected.
From here
We will split each wing
in two parts: top and bottom.
Switch to a top view
and select
all the polygons
that must be projected
from the top view.
Once selected, and still in the top view
I will click
Project from view
then click in
the viewport
and there we have that top projection done.
Now repeat
the same operation with the bottom part.
Click
Selection
then Invert
Switch to a bottom view
and again Project from view
Now you see how the UV checker gets projected
in the wings.
Now disable the view clicking
Unhide, and we can see the whole model.
The next part
I think it will be
the rear wings
and the operation will be
exactly the same.
Select
the rear wings,
hide the rest
Project from view
Invert
the selection
and from a bottom view, Project from view
and it´s done
This part gets mapped
Let me organize the mapping a little
this goes here,
we move it aside
and this part as well.
Let´s continue mapping.
Now, what we´ll do
is the rest of the mesh.
lo que es el cuerpo
The main body of the plane
so
I will split
this part,
it´s not very important
so we will project from view.
Now it´s projected.
Ok, next.
I will select all the mapping
then click in
View
Hide selected.
Now select
the plane´s main body
and click View
then Hide unselected
so we have only the body.
I will disable the simmetry
and select one of the sides.
Let me check if I miss anything
-I think I don´t.
Maybe this part.
I don´t know if I must select this.
Not this part
but I will select this others.
That would work.
Let´s switch
to a right view, and again
Project from view.
Here we have
the side of the plane
That´s it.
Now repeat the operation.
Project from view
and there is projected the other side.
Now we just select
all the mapping
invert the selection
Switch to a
bottom view
and click
Project from view.
Now this part is done.
Let´s do now
the rest
which are objects
such as the engines and all that stuff.
I select all the mapping
and click
View > Hide selected
So
here we can see
three kinds of objects
that will be first
the engines
then the support for the engines
and then
this things -that I don´t know what they are honestly.
but they´re in the model, so...
Let´s work it part by part.
We will do
the mapping
of the engines first.
This engines, although it looks
tricky to map it
you will see
it isn´t at all.
The easiest way to map it is
double click
in this edge
so the entire loop
gets selected.
then click in
the Unwrap tool.
It splits
in two parts.
Now what we must do
is to select
both parts.
Change Action center to Local.
Then click in Orient pieces.
There they are, oriented.
I will move this one here
and will sew this edges
Click on
the sew tool
We will use for this
the Averaged option
and there we have it.
This will be the mapping
of one of the engines.
Next, if we pick this piece
let´s see how we can
map this.
To make the UVs of this
I will use the Unwrap tool
by selecting all this loop
and I will also select
these edges.
I think it will be enough
to unwrap it
so click in Unwrap
and it´s mapped.
And lastly
then pieces left to map
-these pieces-
These are actually easier.
I will simply select this loop
and then
clik Unwrap
and repeat the same operation.
Orient pieces
now we must connect these edges
with the sew tool
click here
Averaged sew,
and there we have it
perfectly mapped.
You know when we have the full mapping done
since we are using
the UV checker texture
we can make
use of it
to stablish the proportion
of each of the projections.
We can select, for example
the wings.
and scale
the mapping
to make it proportional in scale.
You must make it with all the textures, so you make sure
a consistent texture size
all across the model.
We already have
the bottom part,
engines, supports...
You must apply the same technique
for the rest of the objects
that are actually the same.
Map them as indicated
each of the engines, each of the supports and the rest of objects
to complete the mapping.
And this will be
the final work
after finishing
the rest of the plane
and arrange the pieces in the UV space
in the most efficient layout possible
it would look like this.
Or at least
is the best way I´ve found
and the best organized distribution
of the mapping
in the UV space.
Having this, now you can
start texturing
using the paint tools in Modo, or else
generate a template.
To create a template
you can
manipulate in Photoshop, you should
click in Texture > UVs to EPS
then you save a file and give it a name
for example
Template.EPS
and now if we open Photoshop,
we open the file we´ve just created
and it will ask for
-as usual- a size
I will use pixels
to stablish the size for the texture.
Let´s say...
2000 x 2000
and here you have
the template
ready for you
to start putting
some textures in it.
es una buena
It is a good advice
when we create a template
to apply a stroke effect
to make the lines more visible.
I will set a stroke of 1 or 2 pixels.
This will be my template
so you can start
searching images to give
some decoration to the plane
and using textures
to your own likings.
Once you have the texturing done, go to the layers panel
and disable
the wireframe layer.
The rest of the images will stay
and just save it
in any format you like
and apply it to the model.
So this will be
basically the steps to follow
to create a mapping
of a model.
A more or less complex model, like this one
Sadly I can´t offer it to you as a free download
because this model
is a commision
from www.renderlife.com
and it must be
exclusive for them
so it can´t be released by me.
I´m sorry for this. I will try to compensate in some other video.
Other than that
I hope you get
the idea
of UV mapping and how to make it
and organize it in an efficient way
and get a clean work. I hope you all liked it
please drop a like if you found it useful
feel free to comment, so I can know if there are questions remaining
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I will say goodbye by now -I don´t know until when-
because for some reasons
I will stay a little time
without uploading new videos
as I would like to
But I´m sure I could find some time
and attend your suggestions
for new tutorials.
See you in the next video. Take care and have a good week.
Cheers!