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Chapter 32: Unwrapping UVs and Mapping Textures
                                             To use pelt mapping on a character’s face, follow these steps:
                                                 1. Open the Lion toy face.max file from the Chap 32 directory on the DVD.

                                                    This file includes just the face of a lion toy model.
                                                 2. With the face mesh selected, choose Modifiers ➪ UV Coordinates ➪ Unwrap UVW. Choose the
                                                    Face subobject mode and select all the face subobjects in the face mesh.
                                                 3. In the Map Parameters rollout, click on the Pelt mapping button.

                                                    A planar gizmo appears in the center of the viewport. Rotate and move the gizmo so it is parallel
                                                    to the face mesh and in front of it (or press the Align Y button).
                                                 4. The Edit UVWs dialog box appears with each seam positioned along the Stretcher. Select all the
                                                    stretcher points with the Select Stretcher button and rotate the Stretcher points about 10 degrees
                                                    clockwise so the pelt is stretched out straight. Then click on the Start Pelt button until the face is
                                                    stretched out.
                                             Figure 32.20 shows the UVs for the face mesh stretched and ready to paint.
                                       FIGURE 32.20
                                     Using pelt mapping, you can stretch the UVs for a mesh object.






































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