this tutorial is for advanced zmod users, im not going to explain how to uv map, im merely explaining my method of unwrapping and skinning
i am using zmod 1.7, its no problem if you use zmod2 though, as the concept is the same.
what is unwrapping?
unwrapping is the process of "unfolding" your actual model so you can skin it most efficiently, in max this works a lot better but for all the people who dont
want/cant learn max have to do it in zmod which is a bit more of a hassle.
have you ever seen weapon models where only the sides were properly textured but the rest was just blurry stripes?
heres an example (R*īs colt):
this is when the author cant be bothered to unwrap his mesh and proves bad quality.
max users usually unwrap, export their unwrapped mesh as a picture which they then use in photoshop (or w/e paint tool) to skin on.
zmod users usually make a skin, then "unwrap" (or something like that ) and assing the uv.
in my method im unwrapping and skinning the model at the same time, which proved to be the best method for myself.
lets say we have to texture this jetski model:
the first thing we need is a plan of how we are going to cut it into parts, you best imagine a texture for yourself and place each part on it as you think would be
best, i have cut the model into these parts:
note: the different colors dont releate to each other, ive only colored parts differently to mark where things are going to be cut to be laid out on the texture.
also, im only doing this step to illustrate, i dont color my models like that of course, its just for the tutorial.
you would probalby want the top of the jetski to be the most detailed part (using more pixels than all other parts) and a good basic rule is to start texturing with
the biggest part, in this case we will start with the top part (yellow).
hide all the faces except the ones you need (i had all colored parts as seperate objects because i did most of the normals before texturing), you will have
something like this:
were going to texture it from the top, this means in the end we will have an uv mesh in top down view.
bah im writing this too detailed, ill speed it up a little, advanced users should understand easily..
heres what you do: (note: in this tut i have sel and mul ALWAYS selected)
-select all faces
-assign them to the default material
-click with "assign uv" in the top view
from now on youre going to work in the uv view.
we need to flatten our uv mesh, do this:
-switch to vertices mode and select em all
-choose "modify/align/axis" tool and apply it on the z axis ()
what happened is the following:
this is very important because if you have different heights of vertices in your uv mesh your texture could get stretched.
now we switch to photoshop where you do this:
-create a new image (ctrl+n) with 10 pixels width and 10 pixels height
-choose the pencil tool with yellow as your foreground and green as your background color
-zoom in and paint this:
-edit/define pattern and give it a name
-make a new image in the size of the texture youre planning for your model, in my case 1024^2
-go edit/fill and select the pattern you just made
you end up with a green/yellow checkered texture which you save as bmp or tga to use in zmod.
go back to zmod and load the checkered texture in the default material (you might have to do "view/textures management/reload all textures" for it to show up
in the uv view).
now our goal is to get an evenly checkered texture on the actual model mesh, the pattern serves as a guide.
for example the faces marked in red are not square but stretched, we want them to be square though, like the faces marked with blue:
now comes the big uv mesh editing which can take a while, just have the 3d view beside you to check every vertex movement you make.
take a set of faces with perfect squares as the source, then try to adjust all the other faces/vertices so the square pattern matches the one of the source.
Edited by rebel_36, 03 April 2006 - 03:25 PM.