When looking online for unwrapping tutorials, I found a YouTube channel that covered the subject in an informative way. In part 3 of his series, he shows his method of unwrapping through the teapot model found in the Create Geometry loadout.
So I quickly made a cylinder that bent 90 degrees that would most likely resemble one half of a handle of a teapot model. After assigning a singular smoothing group to the object and deleting the N-gon faces on either end, I applied the Unwrap UVW modifier once again and opened the UV editor. This was my process from beginning to end:
Step Zero - UV Editor upon entry!
Step one - flatten by smoothing groups!
Step two - Normal Map!
Step three - Relax each side!
Step four - stitch both sides (and relax again)!
Step five - pack together/normalize!
Here's a link the to the tutorial episode I watched to develop a better understanding of how to unwrap in 3ds MAX:
So I quickly made a cylinder that bent 90 degrees that would most likely resemble one half of a handle of a teapot model. After assigning a singular smoothing group to the object and deleting the N-gon faces on either end, I applied the Unwrap UVW modifier once again and opened the UV editor. This was my process from beginning to end:
Step Zero - UV Editor upon entry!
Step one - flatten by smoothing groups!
Step two - Normal Map!
Step three - Relax each side!
Step four - stitch both sides (and relax again)!
Step five - pack together/normalize!
Here's a link the to the tutorial episode I watched to develop a better understanding of how to unwrap in 3ds MAX:
UV Unwrapping - Advanced Surfaces
Reviewed by Ben Roughton
on
June 22, 2018
Rating:
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