Saturday 19 March 2011

Step 5: Checking Mesh for Problems in Zbrush!

Here is the last video showing the high poly model and how I have placed everything within one uv grid space ready for texturing in other programs such as Zbrush, Mauri, Mudbox or Photoshop.

The last thing I want to do is show how I check my model for any problems within Zbrush. Things I will explain:


  • Why its so important their isn't any stray uv's over the edge of the grid.
  • I will show how to fix problems such as overlapping or stray uv's
  • I will introduce uv checker in Zbrush!


Step 4: Head Uving

OK... So the hardest part to uv in this tutorial. I will be showing a more complex part of uving which I thought for basic uving was abit to complex and hard to explain when you haven't uv'ed before but this video gives you a new technique to use!


  • I am going to introduce the way of pining points when you uv, this will give you more control on keeping shape where you want to revolve around. 
  • We will split the head up into two where it will make it easier to unfold the uv's then we will merge them back together again







Step 3: Chest & Tail

For this part of the Tutorial we are going to uv the Main torso and the tail. Here are some of the techniques that I will show you in this part of the tutorial:


  • Merging Uv's: What we are going to do is unfold both parts of the chest as well as the tail and then once that is done merge the edge uvs back together so it becomes one mesh.
  • Unfolding: The Main tool you should be familiar with by now, we are going to use this tool to again flatten out uv's to later on textures can be applied to the mesh easily!
  • Plannar mapping: Some parts of the mesh need different angles to make it possible to uv. This makes it easier to use the unfold button!


Sunday 13 March 2011

Step 2: Uv Mapping Front and Back Legs

For this first Stage of uv mapping we are going to uv map the legs. I will show how to uv the back leg and using the Same tools you can uv the rest of the legs, back and front!

In this tutorial is vital to remember that project will layout your uv's depending on what view you choose. So when uv mapping take in to consideration what would be the best angle.




Next Video shows how to uv the feet!



Once you done with these videos you should have the skills to be able to try work your way around the front arms. If you use the same tools and the same idea it should be easy to finish off the rest of the arms.

Step 1: Cutting UV Border Edges

For this step we plan to break down the mesh into smaller bits so we can work with smaller sections to uv also we will be splitting each body part up so we can unfold them then re-stitch them back together.

Tools we going to use:
  • Select Border Edges
  • Deselecting 
  • Cut UV Edges

HyperShade Applying Texture.


Like I said in the introduction I said there two ways I wanted to show how to apply a texture. Here is a quick video on how to use the hypershade.

Introduction

In this first part of the tutorial I will be introducing what we plan to do in the tutorial and how to set up the Scene. I will also give a brief overview on how this model has developed and the thought process behind the way I model.

Using Outliner!
In the video I talk about organising your scene. Outliner is the way you can do this. You can put this in groups and name them under a naming convention of your choice so if anyone else uses your scene they wont need a manual and a tutorial to work out what is what and where things are! Open outliner by clicking on Window/Outliner.

   

Cleaning Your Mesh up!
When you have completed a model and ready for the uv stage its important to check you model for any problem areas such as 5 sided polys. So using the clean up tool is the best to this is the best way to check for problem areas.
 
Clicking Mesh/Cleanup..: you should then select on "Selecting matching Polygons" then on "faces with more than 4 sides" then click apply. This will select faces that need fixing! Use split edge tool and delete edge to fix any problems which can occur.
How to assign Material quickly:
Holding down right click and following assign favourite material across and selecting the material you want, in this case lambert.
To add a checker, go on the material attribute editor click on the icon on the right under colour and the box that is on the left on the image appears and select checker.
Viewing Face Normals:
Viewing face normals is important when checking your model. You can make sure all your faces are looking in the correct direction so the problems that I show in the video don't occur. Display/Polygons/Face Normals.

Planar Mapping:
First Major tool you must remember is Planar Mapping!
Reason being is that is a basic tool to know and use for uv mapping as it helps you take your uv's you want to flatten to the angle you think it would be easiest to unfold. Also for this first projection your using it to bring all you uv's together so we can cut them up to what we want.