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Using multiple unwrap modifiers

From: Creating Urban Game Environments in 3ds Max

Video: Using multiple unwrap modifiers

In the process of mapping object for a game, we can apply multiple mapping coordinates to different parts of an object to get the look right. In this example, I have the warehouse. I've created a Multi/Sub-Object material with the textures and assign polygon IDs but I haven't mapped anything yet. What I will show then is using a combination of UVW map and Poly Select modifiers to put the mapping in the right place. I am going to start out with a few pieces of the brick wall then move over to the windows. First, I will choose Polygon and select the large face of the brick wall shown here outlined in red.

Using multiple unwrap modifiers

In the process of mapping object for a game, we can apply multiple mapping coordinates to different parts of an object to get the look right. In this example, I have the warehouse. I've created a Multi/Sub-Object material with the textures and assign polygon IDs but I haven't mapped anything yet. What I will show then is using a combination of UVW map and Poly Select modifiers to put the mapping in the right place. I am going to start out with a few pieces of the brick wall then move over to the windows. First, I will choose Polygon and select the large face of the brick wall shown here outlined in red.

On top of this I'll add a UVW Map Modifier. Initially, the mapping is all over the place. That's just fine. What I will do is down in the Length and Width specify an exact size for my map. I'll make this 96x96, as I made it that big in Photoshop. By counting the bricks I can get the right size. As an alternate I could use a real world map size, I will show that one on another piece. I will rotate this by right clicking and choosing Gizmo and then hitting E for Rotate.

I will rotate it over 90 degrees exactly watching down at the bottom in the X, Y, and Z fields for the correct rotation. The important thing when you are mapping is that as you're facing the map and if the map is facing in the right direction, that the tag is up and the green side is on the right. That way things like a bump map or a normal map will face out correctly. When I zoom in I have my bricks. And if needed I can align them up and down to match up to a windowsill or header. Now I am going to look at mapping the sides of the windows.

To do this I will add on a Poly Select modifier. That way I can switch my polygon selections and apply mapping only to selected sub-objects of this warehouse. Under Selection Modifiers is Poly Select. I will choose it. Right now it shows I have deselected all the polygons. I will go into the Polygons and select all the right sides of the windows in this view. I'll pick one, hold Ctrl, and pick the other four.

One of the strengths of 3ds Max is being able to copy and paste modifiers. I will right-click on my UVW map and choose Copy. Then I will right-click on the Poly Select and choose Paste. Now I have that exact same mapping. It's also with the exact same height, which is important to get the brick to work around that corner. I will rotated it 90 degrees, pressing E for Rotate and right clicking and choosing Gizmo. I'll rotate this mapping 90 degrees, making sure that that green side is on the right.

As we can see in this close-up, I have the brick flowing cleanly around. I can adjust it if needed. I will do the other side in the same way and then look at the Windows. I'll spin around the object and this time I'll copy and paste both Poly Select and UVW Map. Selecting both, right-clicking, choosing Copy, back up to pick UVW map, right clicking and choosing Paste. This second Poly Select in the Polygon menu will let me choose the other side of the windows.

Picking one, holding Ctrl, and selecting the others. In the UVW Map, I can flip this around 180 degrees, right-clicking, choosing Gizmo and rotating around. Now the window is mapped. If needed I can repeat the process to form the headers and sills here, but I'll move on to the windows for this exercise. In my materials, I've assigned separate textures for the brick and for the windows.

I will press M to show this in the Material Editor. I have set it up as a Multi/Sub- Object material for now, so I can see all the different parts. I will need to rework materials a little bit in Unity to get it optimized. In the window material, I've drawn a two pane window with some dirt on it. If needed I can tweak this for better tilability, but I will try it out. The important thing here is that I'm applying different mapping size, noting that I only need two panes here and even more, maybe less but I'll try two. That way I am drawing an entire window worth with fewer pixels per window.

I am adding better detail into a smaller map. I will copy and paste the Poly Select and UVW Map again. Selecting both, right- clicking and choosing Copy. Picking the UVW Map, right- clicking and choosing Paste. Now in the last Poly Select I will pick the window polygons. We can either do them altogether or one at a time. I will try these and see if the spacing works. In the UVW Map I will set the Length and Width to 24x24.

I will also rotate this mapping by right-clicking and choosing Gizmo and rotating it back. There are my windows. Almost nearly aligned, not quite on. I need to move it back and forth a little bit but I'm starting to get it to look like a warehouse. I will right-click and choose Move and then on the Y-axis pull these windows over slightly.

As an alternate to this, we can use real-world mapping coordinates. Instead of specing an exact size of length and width, I can check real-world map size. Notice that my windows completely go gray. In the Material Editor instead of using a texture with an explicit map channel I can check Use Real-world Scale and set the Size instead of tiling to that exact size. Putting in 24x24 gives me that exact map. Once it resolves here in the view, we will see it.

What this means is that anytime this image appears it will always be this exact size. We only have to worry about position instead of possibly accidentally scaling the map out. I'd repeat this process through this building, mapping the brick on all the sides, including the sides, adding in the rusted door frame and the door itself on all the different doors and parts, and finally finishing out the windows, giving me one simple mesh with multiple materials and multiple UVW Map modifiers.

It's a powerful tool to be able to map parts of an object very selectively, to get the look exactly as it should be, with the texture placed exactly where you want it.

Show transcript

This video is part of

Image for Creating Urban Game Environments in 3ds Max
Creating Urban Game Environments in 3ds Max

78 video lessons · 6291 viewers

Adam Crespi
Author

 
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  1. 4m 47s
    1. Welcome
      55s
    2. Understanding the design process
      47s
    3. What you should know before watching this course
      14s
    4. Software requirements
      47s
    5. Using the exercise files
      2m 4s
  2. 14m 36s
    1. Identifying key contours and shadows in concept art
      1m 59s
    2. Analyzing concept art for texture
      2m 28s
    3. Choosing between modeling and texturing
      1m 43s
    4. Understanding the limitations of normal maps
      2m 26s
    5. Analyzing concept art for key shadow details
      3m 10s
    6. Identifying shadow details as generated or painted
      2m 50s
  3. 44m 57s
    1. Planning the visible overlaid history in a city
      3m 6s
    2. Planning a "wedding cake" building: Base, middle, and top
      2m 50s
    3. Planning a modern building: Base and shaft
      3m 1s
    4. Designing the zoning: Planning the visible uses of buildings
      6m 43s
    5. Laying out city blocks
      2m 36s
    6. Planning modular textures and geometry: Streets and sidewalks
      4m 1s
    7. Texturing intersections
      3m 13s
    8. Modeling modular curbs, gutters, and ramps
      5m 7s
    9. Modeling modular street elements
      3m 14s
    10. Modeling corners with ramps
      5m 56s
    11. Unwrapping sidewalk elements
      5m 10s
  4. 38m 9s
    1. Laying out rectangles and planning how to clone geometry and texture
      4m 59s
    2. Using layers to organize construction elements and actual models
      3m 51s
    3. Extruding edges to form major shadow lines
      5m 17s
    4. Testing the module for correct floor-to-floor heights
      1m 41s
    5. Trimming down the module and cloning
      4m 10s
    6. Stretching the vertical elements to minimize geometry
      7m 10s
    7. Unwrapping the elements for correct proportion
      7m 48s
    8. Laying out a texture sheet for a façade
      3m 13s
  5. 39m 50s
    1. Making brick texture
      6m 23s
    2. Adding detail to the diffuse texture: Sills and arches
      4m 24s
    3. Adding stone accents
      7m 47s
    4. Layering color in window frames and doorways
      8m 39s
    5. Copying diffuse layers for normal map foundations
      2m 7s
    6. Desaturating the diffuse map copies and prepping for normal maps
      3m 42s
    7. Converting bump maps to normal maps using nDO
      6m 48s
  6. 1h 2m
    1. Analyzing the necessary silhouette and geometry
      5m 24s
    2. Examining existing buildings in different lighting conditions
      3m 8s
    3. Planning cornice elements
      3m 32s
    4. Extruding cornice elements from polygon edges
      9m 12s
    5. Assigning smoothing groups for optimal shading
      4m 31s
    6. Unwrapping cornices for lighting
      8m 43s
    7. Modeling sloped roofs
      7m 16s
    8. Adding fascias and soffits
      5m 21s
    9. Adding fascias and soffits for gable ends
      7m 31s
    10. Texture sheets for roofs
      8m 1s
  7. 13m 55s
    1. Arranging, aligning, and cloning modular elements
      3m 26s
    2. Setting pivot points for buildings
      5m 48s
    3. Reusing elements: Exploring possibilities in modular building design
      4m 41s
  8. 40m 3s
    1. Creating a texture library
      36s
    2. Creating rusty corrugated metal texture
      7m 53s
    3. Creating stone texture
      4m 42s
    4. Creating wood texture
      9m 50s
    5. Creating rough brick texture
      7m 44s
    6. Creating roads
      9m 18s
  9. 38m 44s
    1. Using the Walkthrough Assistant to assess texture needs
      4m 46s
    2. Drawing detail at the right size
      3m 30s
    3. Understanding tiling and non-tiling textures
      2m 57s
    4. Deciding when to use tiling and non-tiling textures
      3m 2s
    5. Using multiple mapping coordinates
      4m 3s
    6. Using multiple unwrap modifiers
      6m 47s
    7. Unwrapping objects a second time: Planning an unwrap for a light map
      7m 46s
    8. Unwrapping a building façade using overlapping texture elements
      5m 53s
  10. 30m 25s
    1. Understanding ambient occlusion
      1m 50s
    2. Assessing the quality of occlusion as a cinematic mood
      2m 48s
    3. Overview of the Ambient Occlusion shader
      5m 9s
    4. Baking maps using the Render To Texture dialog
      3m 15s
    5. Using occlusion as a foundation for dirt
      5m 28s
    6. Using occlusion from detailed models for texture
      5m 54s
    7. Baking lighting
      6m 1s
  11. 25m 18s
    1. Preparing for Unity as a world builder
      2m 26s
    2. Importing into Unity and recognizing limitations
      4m 12s
    3. Importing elements with detailed materials
      5m 59s
    4. Setting optimal texture sizes and resizing in Unity
      3m 12s
    5. Setting up a naming convention and scene management
      7m 40s
    6. Renaming tools in 3ds Max
      1m 49s
  12. 1m 21s
    1. What's next
      1m 21s

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