Overcome the mental barrier to UV unwrapping with this essential guide from 3D World technical editor Rob Redman.
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While there are some techniques you can use to help do this simply, the time will come when you need to learn how to UV unwrap your own meshes, so you can have total control over your texture placement. Many people find the whole idea of UV unwrapping a daunting prospect, but, in reality, it isn't difficult.
The important part of the process is to plan ahead and think about the best places to put seams. If your character has hair, then hiding a seam there is a good idea, as is following any natural folds in the character's clothing or in the geometry.
Included here is a simple toy model that you can download to practise on. The model is in separate parts and each part is fairly low resolution, which should make it easy to work with. Adding smoothing in your chosen application should be easy enough. In this case I am using Cinema 4D, with the model's constituent parts grouped
under a null and then placed inside a NURBS object. For the UV unwrapping I am using Maxon's BodyPaint.
- Download the source files for this tutorial here
01. Clean up your mesh
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To remove points that don't form polygons, select your geometry in the object manager, right-click and choose Optimise. (You can right-click and choose Run With Menu to set some options, but the defaults should be fine.)
02. Choose your seams
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As well as choosing edges that are less prominent or that will be hidden, you can also select entire edge loops, which is helpful if you want to separate an ear (or any other complex piece of geometry) that may not otherwise unwrap so easily.
03. Paint wizard
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The texture size options are really going to be based on your final output, so keep in mind the memory overheads, as larger textures will take up substantially more space. You can create textures for all channels, but remember that you don't have to use them
04. Painting textures
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BodyPaint ships with numerous preset brushes -- some arty, others more technical -- while others even paint across channels to give the look of rivets that have colour bump simultaneously.
05. Texture painting
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For this tutorial, I drew the details quickly to demonstrate the technique. Once you have painted your textures, save and then you can reload the textures again in BodyPaint, to continue working in 3D.
06. Back in 3D
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All the other material channels will work as you expect, so you can easily change settings without needing to create a texture for each. In the end I used a large-scale noise texture to add some subtle bump, along with fresnel reflections.
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