Notes: 3D Modelling
Applying textures:
Create a box which is 48 by 48 by 48, do this by going to the right hand panel, selecting the create tool and typing these values in then click the 'Create' button
Go to modify and select unwrap UVW (acts as the axis)
Click on the Open UV Editor… button to the right hand side
of the screen
Click on the red cube button to select a side of the cube, once selected it will turn red
Pull the red grid to different areas and this will create a square for each side of the shape (you don't need to do this but you can)
Click CheckerPattern in the top right drop down menu to create a texture
Use Crl + A to make the checkered pattern larger and to
Select all of the faces
To unfold the shape go to ‘mapping’ then ‘unfold mapping’, this will allow you to see how the shape is formed and will make it easier when trying to apply textures
Click Angle snap Toggle (in the main window) and rotate to get the top face of the cube at the top of the window
Click the grey cube at the bottom of the window to select the entire template
Go to Tools (in editor) - render UVW template and alter the
resolution accordingly
Save as a JPEG and Zoom out to ensure all lines are intact
Open the JPEG image of the template which you just created in Photoshop
Also open up all the images for the textures which you want to apply to your shape
Label up where the sections of the template are located
(Photoshop) by going back into 3ds Max to check where each section of the cube is located on the template
To do this use the text tool on Photoshop and write in where each section is on each square
Select all the text layers by clicking on them and holding down the shift key and select merge layers from the
drop down arrow located just above within the same panel
Click on the background layer (if its locked double click it to unlock it) and click Ctrl and J to copy layer
Move the copied background layer to the top layer
Go to Image (located along the top of the window)- Select image- adjustments- desaturate
Click Ctrl and I to make it black and white (invert the layer)
Go to the Drop down menu on the right panel- select multiply
Go to View (at the top of the window) and select Rulers to view the rulers
Go to View- Snap- then uncheck to make line move smoothly
Place the ruler lines to match up with each line on the template
Go to one of the textures and Grab (using the arrow) and ctrl A to select all of the texture, then press ctrl and C to copy
Select text layer and control and V to paste the image
Free transform to shape exactly to the template size
To rotate the shape you can select it (if its not already selected) and then hover your mouse over one of the corners, you should see a curved arrow symbol allowing you to rotate
Go to Edit- transform- warp whilst holding down shift to match up the details of the shape with other details which might continue around it.
You can also alter the brightness, contrasts levels, colours ect to make the texture look more realistic, if you select all of the layers of texture have been merged together then when you change one of these levels it will be applied to all of the textures.
Save it as a Photoshop document
Go back into 3ds Max- Click M- Modes - Compact
Go to Maps- defuse colour- none
Select bitmap- select file- go back to maps
Unwrap UVW- Collapse All
Change map 1. to map default
Right click the snaps toggle and change the numbers to 8 and
16
Drag it onto the model and it should go grey
Click the Checkerboard with the light bulb to show the material
Hold the shift button and drag to copy
The button with a teapot icon on it located at the top of the window will render it
Right click the UV Modifier and Collapse to, a warning will come up saying Do this as a final change as it cannot be undone, check yes to the warning
Right click the snaps toggle and press option, change the grid space to 8 and the major lines to 16
Right click the UV Modifier and Collapse to, a warning will come up saying Do this as a final change as it cannot be undone, check yes to the warning
Right click the snaps toggle and press option, change the grid space to 8 and the major lines to 16
Press 7 to bring up a poly count
Create a plane to do a floor
Maps- change tiling to change size of the texture itself
Hold down the hand and select the feet icon in the bottom
right hand corner to get a first person view
Lights and Shadows:
Go to Create- Lights- Standard- Target Spot
Drag the light to move the position
Hold shift to duplicate the light
With the light selected- modify (blue arc)
Check on Spot
Check on Shadows
Intensity/colour/attenuation:
You can change the colour of the light (too much colour can make the light look unrealistic)
The Multiplier- alters brightness
Spotlight Parameters- Alter how far the light goes
Shadow Parameters:
You can change the colour of the shadow- grey is the most realistic colour
Dens. (density)- 0.7 for a realistic shadow (alters how strong the shadow which has been cast is)
Add Effects:
Render the image with the tea pot icon- press the jellybeans
shaped icon to duplicate the window
Open the material editor by pressing M
Select material
Go to Default
Check Specular Level and Bump (Bump reflects the light from
the surface)
By doing this you can experiment with different effects and see them more clearly without doing it on the main application, so you won't need to undo it if something goes wrong but you can still see what the effects do.
I still need to add screenshots to this post.
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