AutoDesk 3ds Max 9 |
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At first we must create a sphere with these parameters :
Radius:2.5cm
Segments:32 |
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Now , we convert our sphere to Editable Poly , for this , select the sphere
if not selected and right click on the scene , go to
"convert to" and select
"convert to editable poly" . |
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In this step , we must give oval shape to our sphere . for this , select
the sphere if not selected , then go to modify panel , in selection part
select "Vertex" and all vertexes will appear
in all views .
Now select upper vertex of sphere ( you can use front view to select it
, if vertexes are mixed together in perspective view. it mokes it yet easier
if use zoom to close to vertex) .
Open "Soft Selection" part if not open and
check "Use Soft Selection" . A gradient ramp
will appear on the vertexes from red to blue . Increase or decrease value
of "Falloff" until blue color reach to vertexes
in middle of sphere . I use 3.2cm for Falloff .
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Now active front view and select "Move" tool
from main menu and move vertexes in Y-Axis . Move them until you find best
location .
Our egg is ready to cook!
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We must export our model to DeepUV on this step , so open file menu and
select "export" . Select *.OBJ in the file
type menu and save it . When you click on save , a dialog box will appear
. It's better that we use "Polygons" in the
"faces type" |
DeepUV v1.3.0.9 |
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Ok . Now run DeepUV . Click on Open icon and browse to find your Obj file
that saved in previous step . |
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Select "Rotate tool" and rotate your model
in "Perspective" window to have a better view
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From the main menu , click on "Select" and
choose "All" .
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Select "Materials" tab from command panel at
right , click on "Material#1" and click on
"Assign to polygons" button . You can see result
in "Material" window at left . |
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Select "Mapping" tab from command panel and
try "Planar1" or "Planar2"
button to have a result like me in Material window . I used Planar2 in my
tutorial . |
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Active Material window and click on "Edit"
from main menu , then select "Free Transform"
. Transform control box will appear around the map , hold down
{shift} button on your keyboard and rotate
your map 90 degrees clockwise to have a result like me . |
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Click on "Lift" button from tools section in
command panel . You can see result in Material window . |
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Now we must bind two parts together , for this , we must zoom on vertexes
are in edges . I started from first vertex in the middle of map . Choose
"select" tool and select the first vertex .
When you select it , it change to red color and the opposite vertex change
to pink color . In fact , these two vertex are one vertex , you can see
this in perspective window . you must select both of them . for this , hold
down {Ctrl} button on your keyboard and select
the other vertex . Now click on "Join" button
from tools section in command panel . |
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Continue this work until all of vertexes bind together . I did it from middle
to top and middle to bottom . |
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Now , it's magic time . click on "Relax" button
from tools section in command panel . Wait to finish progress . Now our
unwrap map is ready .
The only work you must to do , save your work by click on
"File" on main menu and click
"Save" .
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AutoDesk 3ds Max 9 + Texporter v3.4.7.9 |
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We must Import our model to 3ds Max . for this , click on
"File" in main menu and choose
"import" , browse to find egg model and click
"Open" . A dialog box will appear ,uncheck
the "Obj smooth groups" and click on
"OK" . |
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Now we must load Texporter utility . For this , click on Utilities tab ,
click "More…" button , and find Texporter from
the list , click on it and click "Ok" .
Texporter parameters will appear . |
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It's enough to determine your render's dimension and input width and height
in the image size (pixels) . Then click on "Pick Object"
button and select your egg . After some little moments your render is ready
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Save your render for base of texture . |
Adobe Photoshop CS2 |
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Open your render that you save it in previous step . This is base of your
texture and you can work on it and create your texture . For begin , I used
one of shapes you can see here . At first I deleted some parts and then
deformed it by free transforming . |
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For better work , decrease opacity of this layer to 30% . In this step we
must use "warp mode" transforming and move
some points . You can see some of them on this pic . We must embed the shape
in a 4x4 square , you can see it on pic . |
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I create 4 shapes and embedded them on correct place , then create a copy
from them for the other side of texture . I Hope this tutorial could help
you, however a little .
You can see some of my textures that I create them by this tutorial in the
samples at below.
View my final render : [
View ]
Best Regards ; Mehdi Mahjourian [
Fanous
]
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:: Samples :: |
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