3ds Max Texturing Tutorial: UVW Unwrapping The Easy Way
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- Опубликовано: 20 авг 2024
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Using the basic 3ds Max tools, it is actually quite simple to do basic UVW unwrapping. A lot of people feel like UVW unwrapping is too daunting, but with a few simple tools and principles, I lay out how easy it can be. I try to make it is a basic as possible so it no longer feels confusing. If you do good work in your modeling, and separating elements properly, the break tool and the quick peel tool should do everything you need. After that, mapping and texturing will be much easier.
Unwrapping can be an essential tool, even in architectural visualization, when you are trying to create custom furniture. Use this tutorial to learn the basics and improve your arch viz furniture/
Software Used:
Autodesk 3ds Max - uvw unwrap modifier
there is no easy way bro
Mustafa Sağlam s'all easy bro, just boring ;)
Ha ha. You're probably right.
Detach etmek yerine belirli yerlerden chamfer ile kesersen daha kolay oluyor. İşin bitince birleştiriyorsun. Ek olarak Unwrap pro'yu tavsiye ederim.
yes there is. I wrote tools that make UV in Max, a walk in the park for novice and professional users.
This fucking made me burst out in laughter. I'm watching this for a refresher because 5 minutes ago I was ranting to a friend about how shit I've always been at this
I admit it, Coding is easy, Modeling is easy, but Unwrapapapappaping is haaaaard!
Im glad people agree, i love modeling, but unwrapping, jesus, sometimes there's a project that suuucks
Great stuff. I've been using Max for years but have been putting off learning UVW unwrapping for years. This took the mystery out of it.
Finally a video i understand that explains UV Unwrap
Success!
Thanks mate! That was one of the best UV Unwrap videos I've seen. Keep up the great work on your vids! 👍
Man Its very helpful...thanks for your video, appreciate you for sharing your knowledge...
Why is it when you select all, then click Unwrap UVW, you have a lovely side profile of your model, all ripe to be neatly cut up, but when I do the same thing it looks like a coked up Edward Scissor hands has been let loose on my model (which is a basic patio, with a wall).
I have an explosion of lines all over the chequerboard background and it already looks like it's been cut up?! Why isn't my model intact?
add a UVW Map Modifier to your model first, right click and convert to editable poly, then it should show up like his
cool tips!
You don't need to assign checker material, just reclick on the "Checker Pattern" in the UV Editor and it will show up in the viewport.
Truth
Holy fuck this is a very informative bite sized video
thank you :)
Woww Sir..Youre Great and Famous among my Friends:)
- Duble click on seem
- Edge mode\Split
No polygon selection needed
THANK U SIR ITS GOOD UNDERSTANDING AND EASY
Nice Tutorials sir Thanks for this tutorial
now that is how to make a high poly chair :D
Excellent tutorial thank you , I've just started with material mapping this helped wonders, subbed :)
4:35 adding
checker materia
Thx so much my friend
well done tutorial, thanks a lot
It's so so useful! Oh Gosh! Thank you a lot!
phh.. its most useless tutor about UV. Never use 3ds max for it. )
This is a million times easier in Maya...My goodness
Try some normal soft. ))) like Rizom UV or.. ANY, but not Autodesk shit )))
thank you very much for your informative tutorial
Thank for the video. Great tutorial and explanation with a good voice tone! Subscribe!
Thank you,very helpful
for this i love u man :)
thanks! Thats really help!
Thanks for this!
This is one of the most bizarre UV workflows I've ever seen. Why on Earth did you detach the actual polygons from the model? Why didn't you just use the edge break command in the UV editor?
Not only is detaching the polygons an unnecessary step, it would cause serious problems if you were to turbosmooth it again down the line
I do it that way sometimes too. Not sure why it is bizarre to do it either way. You are right about Turbosmoothing, though. Here I am unwrapping a finished model that is already high poly, so I found it easier to manage all the polys by creating different elements. If it was a low-poly model that I was unwrapping from scratch, I would not have detached elements, but rather separated different elements of the model inside the UV editor so the welding remains.
its quite common detaching and having model from few elements
I love the video. When i detach my model, I see the green line. But I don't see the purple line after creating a break. I'm using 3DS max 2013. Why don't I see a purple line?
cannot follow you forget this
Does anyone else encounter this problem?:
There's always a yellow box with a yellow line through it everytime i highlight part of an object to peel off, more often than not that yellow box with the line is not facing the object properly, causing my peel to be wonky and not properly cut. how do i align the box the way i want it to be?
05:45 the big yellow box that choses the direction from what way the cut will be outputted..
my uvw unwrap modifier does not put automatic seams between element seams. instead, it gives green lines on every edge in the model. Please Help :(
UVW especially Unwrapping was THE one subject most people never learn properly unless they are forced too; after doing 3D for 20+ years, mostly in 3ds max, and teaching professionals along the way also all that time, I know most dont know it properly - again UNLESS they are forced to: and the only people traditionally that were FORCED to learn it are Games Artists! They HAVE to use it; so they do and become the EXPERTS in Unwrapping - but not always in UVW mapping; But if u want to know what you need to know - study games art the old fashioned ways, no plugins! It'll empower you around this apparently terrifying subject!!
All true. I have mostly used it for furniture, since I do arch viz. That's why in this video I attempted to simplify it for arch viz artists that it is usually very foreign to. Thanks for watching.
Its a great video BTW sorry I neglected to say that; it is!! Thnx
Please help.
I cant select edges in vieport window, like you on the video.
I can select them only in edit UVWs window.
Whats wrong?
Upd: Solved. The faces were fliped.
Any experience using textools and do they make this process any easier (Less tedious, pain in the ass) ? I am a furniture designer doing a lot of soft upholstered goods (so farbrics, pillows, incorporating MD into the mix) and some casegoods and hardwood furniture. Thank you for the tutorial. Very helpful.
I don't have any experience with it, but it looks promising. From the description of some of the tools, there are definitely some things in there that would make certain elements less tedious.
Great, Thank you for your reply.
very good, thanks
If 3DSMax was a movie, then it's most likely poster would contain the following slogan: "The horror that came from the 90s!". Just couldn't help myself, it's such a nice day today that I had to do it. But besides the 90s tech spirit, 3DSMax is an extremely complex piece of software that can do anything(except coffee and maybe fries), provided you have the time to do it or a very big company to distribute chores.
All true! :)
I teach people 3ds max and usually somewhere at the start of the lessons I say - now forget any logic you gathered over the years in other windows programs, max have its own logic, or I should say "logic"
Gud!
Thanks for the TUT.
UVW unwrapping sucks and blows at the same time.
Ha ha! I didn't think that was physically possible, and yet...
I know the easy way :)
Unwrap is just buggy crap. Half the time when I open the UV editor it wont even show my polys. Garbage compared to maya.
Once I figured out the tools and interface, I never have a problem with it tbh. Haven't used the Maya version to compare, but there are definitely some plug-ins out there that make it better. This is specifically about using the built-in Max tools, though.
It's not bad at all, but you made a lot of extra steps that are not necessary.
if he knew his tools, he'd save so much energy.
You need to straighten those edges bruh
like 0.0 thank you
you have so much poly in this chair... and you already have a turbosmooth modifier, why not working on a low poly ?? you lose so much time by selecting as you said
The Easy Way - its totally not about 3ds max ))))
3dsmax for unwrapping lol..... no way, I am telling you Unfold3D Combined with 3D Coat is the ****.... make your Seams / Cuts and unwrap in Unfold3D, then Export and Import the model to 3D Coat and do the final magic there, set your UV Settings such as spacing, etc, then Pack/Scale and update your islands to the mesh...and your UV is perfect... It's fast as hell and easy when you get around it...
No doubt there are way better tools out there. This is sort of typical of 3ds Max. The power is in the 3rd party plug-ins. I'll have to check that workflow out, although this video is specifically about using the built-in tools for those that don't have anything else.
Since technology has completely stop in the 3d field because of the Idiocracy era we will never get better tool for that boring and RSI problematic workflow.
?
In the case you didn't notice there is no more advancement in the 3d software technology to reduce the ridiculous workflow that give RSI to so many people working in that field!
I hadn't noticed. Honestly that was a much bigger problem for me back in my drafting days with AutoCAD. It seems like more of a hardware issue than a software issue in a lot of ways, doesn't it? Maybe when we are creating 3d in VR, with motion controllers, it will be different. This problem doesn't seem unique to the 3d industry, though.
Maya is light years better than these premitive tools!!!