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Unwrapping one corner box

From: Game Prop Creation in 3ds Max

Video: Unwrapping one corner box

With my panels unwrapped, I'm ready to start tackling frame elements. I will look first at one of my corner boxes. I'll select it and press Z to Zoom Extents on it. Remember that I had instanced these and rotated them. So they do actually rotate 90 degrees around from each other, and flip from top to bottom. These are used for mating containers together, and there are actually pins that will go into the holes on these, which we're going to draw, that help lock them in so we can stack them. In this case, the default Unwrap coordinates are not going to work.

Unwrapping one corner box

With my panels unwrapped, I'm ready to start tackling frame elements. I will look first at one of my corner boxes. I'll select it and press Z to Zoom Extents on it. Remember that I had instanced these and rotated them. So they do actually rotate 90 degrees around from each other, and flip from top to bottom. These are used for mating containers together, and there are actually pins that will go into the holes on these, which we're going to draw, that help lock them in so we can stack them. In this case, the default Unwrap coordinates are not going to work.

I'll going into the Modifier List and put an Unwrap UVW Modifier on. I'll open up the Editor and see what I've got, and we can see that the defaults are square mapped in the zero to one space. I'm going to unfold this object so that I can paint the sides uniquely. As although they're small, we can actually see all of the six sides of this depending on where we're standing. I'll press 3 for Faces, Ctrl+A to Select All and under Mapping I'll choose Unfold. Because it's a box, I can walk it to the closest face and get a pretty good unwrap quickly.

An unfolded box looks like a T. This will work fairly nicely as we've got top, sides and bottoms all joined. The last thing I'll do is just to verify as I select by face which is which. You may want to turn off the Active Map dialog, the checkers here, to see which one is showing. It looks like this worked nicely, as the most exposed face of this, the top, is centered and the sides all joined. So this corner right here, if it has rust on it, will spill over and I can paint it nicely.

The underside of my box, under here, which may be in shadow, joins onto the side and so I can paint that transition between those two edges. This is a good unwrap and now I'm ready to scale it. One last piece on this, remember these were instances. I'll right-click and choose Top Level and we can see here in the Modifier panel that the Unwrap UVW and Box are both bold, and the Make unique button is available. With one operation I've actually unwrapped all eight of my corner boxes.

Because they're rotated, the textures will be in the right place when I paint them. Now I'm ready to start unwrapping the frame elements in the same way, working in instance pairs, or instance quads as needed, and unfolding these for positioning.

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This video is part of

Image for Game Prop Creation in 3ds Max
Game Prop Creation in 3ds Max

93 video lessons · 5715 viewers

Adam Crespi
Author

 
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  1. 3m 41s
    1. Welcome
      1m 0s
    2. What you should know before watching this course
      19s
    3. Using the exercise files
      2m 22s
  2. 26m 8s
    1. Overview of modeling a large prop
      52s
    2. Laying out the overall form and planning for modular textures and models
      4m 49s
    3. Adding the framing components
      4m 56s
    4. Adding the side panels
      2m 33s
    5. Unwrapping the sides
      2m 10s
    6. Unwrapping one corner box
      2m 25s
    7. Unwrapping one of each frame member
      2m 48s
    8. Laying out the UV coordinates
      5m 35s
  3. 53m 1s
    1. Overview of the texturing process
      1m 9s
    2. Creating a bump map for the corrugated sides
      5m 20s
    3. Adding more details to the bump map
      3m 23s
    4. Drawing the bump map for the door
      3m 33s
    5. Adding details to the doors
      2m 55s
    6. Painting the diffuse texture: planning the layers
      1m 47s
    7. Painting the base coat and logo
      2m 3s
    8. Adding tracking labels and other markings
      3m 9s
    9. Adding soft rust
      3m 57s
    10. Adding rust bubbles
      3m 46s
    11. Setting up a library of shipping container textures
      4m 2s
    12. Painting dirt and rust variations
      4m 43s
    13. Transferring wear from the diffuse texture to the bump map
      2m 43s
    14. Converting bump maps to normal maps
      4m 37s
    15. Testing the maps
      5m 54s
  4. 1h 3m
    1. Overview of modeling small props
      1m 1s
    2. Modeling a sledgehammer
      2m 52s
    3. Adding detail and smoothing groups
      4m 42s
    4. Unwrapping as part of a texture sheet
      4m 56s
    5. Modeling a ladder
      5m 6s
    6. Adding detail and smoothing groups
      3m 10s
    7. Unwrapping for the ladder
      5m 47s
    8. Placing the clean texture
      5m 51s
    9. Laying out a texture sheet for multiple tools
      4m 50s
    10. Painting galvanized steel
      6m 59s
    11. Adding dirt and wear
      6m 48s
    12. Planning for optimal texture usage
      2m 48s
    13. Painting dirt and age variations
      8m 34s
  5. 1h 9m
    1. Modeling furniture using simple parts and reusable textures
      1m 18s
    2. Planning and analyzing the modeling of a chair
      1m 46s
    3. Blocking out the basic form
      5m 26s
    4. Adding detail and smoothing groups
      4m 58s
    5. Refining the silhouette
      3m 31s
    6. Unwrapping for the chair
      7m 53s
    7. Painting the fabric
      6m 26s
    8. Making a normal map for the fabric
      4m 42s
    9. Planning the modeling of a table
      2m 7s
    10. Blocking out the basic table form
      5m 34s
    11. Adding legs and skirt boards to the table
      7m 9s
    12. Breaking up the model for texturing
      6m 21s
    13. Laying out the wood texture
      5m 49s
    14. Reusing parts to make a round table
      6m 22s
  6. 28m 5s
    1. Understanding the importance of painting textures from scratch
      1m 23s
    2. Creating the initial grain lines
      1m 31s
    3. Adding value variation across the grain
      4m 16s
    4. Warping and curving the grain
      2m 32s
    5. Adding knots
      3m 2s
    6. Colorizing the grain and planning for stains
      5m 10s
    7. Cutting out boards for a UV layout
      4m 22s
    8. Adding patina and wear to a final texture
      5m 49s
  7. 37m 28s
    1. Understanding the importance of a low poly count
      1m 12s
    2. Overview of normal maps
      1m 45s
    3. Modeling a high-poly work for projection
      4m 8s
    4. Overview of the pipeline
      2m 41s
    5. Planning edge flow for elegant modeling
      4m 29s
    6. Smoothing groups
      2m 50s
    7. Adding details by beveling and extruding
      4m 28s
    8. Adding hinges
      5m 42s
    9. Using Push/Pull and Soft Selection to add dents
      3m 34s
    10. Baking the high-poly mesh onto the low-poly model to produce a normal map
      6m 39s
  8. 36m 3s
    1. Overview of Mudbox
      57s
    2. Preparing for a smooth export to Mudbox
      3m 16s
    3. Importing from Mudbox: choosing the right resolution
      4m 26s
    4. Using the sculpt tools in Mudbox
      4m 3s
    5. Painting in Mudbox
      5m 34s
    6. Exporting paint layers from Mudbox
      3m 1s
    7. Extracting and exporting a normal map from Mudbox
      5m 44s
    8. Projecting normal maps from a Mudbox model
      5m 53s
    9. Importing and assigning objects and maps in Unity
      3m 9s
  9. 25m 59s
    1. Overview of ambient occlusion and specularity
      40s
    2. Setting up ambient occlusion as a texture
      5m 14s
    3. Using ambient occlusion as a foundation for rust and dirt
      4m 36s
    4. Using ambient occlusion to add detail to textures
      4m 26s
    5. Painting a specular map
      6m 36s
    6. Streamlining the import process: placing maps in the right channels
      4m 27s
  10. 21m 7s
    1. Overview of importing into Unity
      33s
    2. Preparing and exporting large props to Unity
      3m 3s
    3. Creating a new project in Unity and importing textures
      5m 21s
    4. Cloning props in Unity with different looks
      3m 41s
    5. Adding lights to test smoothing and textures
      3m 52s
    6. Refining materials
      4m 37s
  11. 1m 0s
    1. Final thoughts
      1m 0s

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