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-   -   Modeling - Unwraping human tutorial (http://www.wc3c.net/showthread.php?t=89763)

Xlightscreen 12-16-2006 06:37 AM

mmk few comments/questions

1. Why make a cube and then delete the part for you plane why not just acutly use the plane tool?

2. You might wan't to title your tutorial on what program your using. I mean you can tell from the screenshots but it might help people skimming threw it.

I personly think Cylinders,Boxes,and Low Res Spheres are faster way but hey if anything this is a tutorail on how to make charicters with plane shapes!


3.

jigrael 12-16-2006 07:28 AM

well...
1-Could you believe I didnt notice it until now that you have pointed it? lol
2-Ill edit my post
3-I once used those too, but now I somehow got used to use planes, cant remember why but I like it this way :D

Ill update my post with the plane thing and Ill post somewhere at the begining this is for 3dsmax

jigrael 12-16-2006 08:19 AM

unwraping
 
21 Attachment(s)
I think the model is done and ready to be unwraped, so the last part of the tut is here:

Unwraping

First, youll need to sing a special material to the model, that material is a checker material wich is very useful when unwraping, also you could get DeepUv wich unwraps the mesh for you, but not everyone will be able to get it so Ill do it the normal way.
Anyway go to the material editor

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where a window like this will pop up, then select maps like its shown

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you will see something like this, now select where it says nono at the side of Difusse color

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somthing like this will pop up

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there select checker and click ok at the bottom

Youll see somthing like this
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notice the tilling parameter, change it to 15 on both and click on go to parent button:

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now select the two halvs of the body and click on this button(Assign material to selection)

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now select show map in viewport

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now we are ready to unwrap. close the material editor and select just the original half of the model and select from the modifier list UVW Map

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now select from UVW map options alignment y and the button fit

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now search again in the modifier list for Unwrap UVW

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now select EDIT at the options of Unwrap UVW

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you will see this

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now select select face under Unwrap UVW

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now select only the front of the model

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dont select any face of the back

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now click on planar map

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notice the edit uv window, the red outline, move it to a side, and select the rest(select it at the deit uv window) like this

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now apply planar map to it

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now select the uvs of the head

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and apply a planar map, then move the uvs so you can see them better, now select only the front of the face, youll get this:

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Ill fnish this tomorrow, Im very sleepy right now...

xXm0rpH3usXx 12-16-2006 02:05 PM

gorgous until now, though this is a very easy way to unwrapp :P
doesnt it have some issues with wrapping the sides??
(didnt test until now)

BlinkBoy 12-19-2006 12:29 AM

Ok, Good, Excelent, Perfect, Marviulus tutorial. [takes down hat]:emote_thumbup: . Yet there are some issues:

  1. You use mirror instead of symmetry.
  2. You use weld target insatead of collapse, which is better
  3. Lack of other tools usesage, that could reduce working time


I don't know if you are using 3dsmax 4 or gmax, and that's why you don't got this tools. Anyways, I loved the tutorial alot, you should make a tutorial that shows modelling polymorphism, in this means a tutorial for begineers teaching them how to rig a character basing on a concept, like armors and that. Many beginers happen to not be able to model details as good as the models they make on tutorials, so they end making copies of your tutorials models with a bit more flow to what they want.

jigrael 12-19-2006 09:01 AM

Thankz BlinkBoy

1.I didnt knew Symmetry
2.I didnt knew about collapce either
3.Well Ive used tutorials, alot of time ago, but there they didnt explain those tools you speak of, so most of what I know is based on practice and error, so I got used to certain things and since they worked on all the things I needed and wanted to do, I didnt bother researching more in 3dsmax other functions and... because there are too much stuff there and I dont have the time to read it 3dsmax manual or 3dsmax bible though I have them :emote_dance:...(and because Im lazzy):emote_sweat:

I didnt know about modelling polymorphism(and the concept you gave isnt clear for me, maybe its my english :emote_sad: ) but for what I understood I dont have a clue(or experience) on how to give that kind of feature in a tutorial, in fact I didnt knew if this tutorial was good or not, all I did is do a very detailed steps of what I was doing to create that model, Im glad its considered good :)

BlinkBoy 12-20-2006 04:49 AM

Ok, lets start by other tools first. First use Editable Poly instead of Mesh, Polygons give more options than triangles, but if you want to have edit mesh options add the object a Edit Mesh modifier. As for tools, you could use chanfer for helping rig the body, THE SNAP TOGGLE important it can make your cuts run perfect since it can point out the centers of an edge, a vertex, a 3dsmax unit, etc.

Ok, about this of Modelling Polymorphing: is just making a more flexive tutorial, like making an elven warrior, a dog, an animal, etc. Especially if it is a detailed guy, who has an armor and other objects. In other words, making the tutorial more practical than theorical.

xXm0rpH3usXx 12-20-2006 08:06 PM

its good like it is..
but not detailed all the way, you forgot lots of steps in the face tutorial :P and mine is still flat -.-'

this is wc3, although i guess wc3 can take more polies than admitted it shouldnt become too high poly...

PitzerMike 12-30-2006 02:13 PM

Great, approved. :emote_thumbup:

jigrael 12-30-2006 02:42 PM

emm...its not finished :emote_sweat:

BlinkBoy: well I know snap togle and Ive used in my tut, I also know chanfer, but I dont know what you mean by rig, I thoight that rigging is when you do a skeleton and setup it, about editPoly , I thouht that it had less options that edit mesh :emote_sweat: Ill try to use it.
Ah so that was it, well I did a human body only because that was what requested by xXm0rpH3usXx.

xXm0rpH3usXx: Well I thought that since I showed you the tools you could do it, also Ive post pictures for comparison, and it really shouldnt be dificult to follow, as I said just check the pictures.

jigrael 12-30-2006 04:40 PM

continuation of the unwraping tut
 
17 Attachment(s)
I took so long sorry, anyway:

Apply a planar map to th selection youve made, but notice that Ive also selected Y on the option before planar map, and notice how a yeloww rectangle appears, youll see what it does once you click on plannar map, you can also at this point try selecting the X or Z to understand what it does, in fact I recomend this. Anyway click on planar map

Zoom (requires log in)

you will get this on the edit uvw view(Ive moved the uvs to the right so you can see it bettter):

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now select the rest of the head and apply a planar map with the X option selected

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apply a mirror

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now move that to the right

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now under display select show vertex conections

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now try selecting the side of the head(just a part):

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See it shows a number on each vertex you select and it shows the same number on the vertexes where it is conected in the actual mesh

now move the side so its vertex numbers are very close to the matching vertex number in the front of the headof the head select target weld

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now this weld target is the same as in the edit mesh, so select each vertex and weld it to its matching(just match the numbers)

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by now you should have notice that when you move the vertexes on the edit UVSs viewer the texture on the model moves too, for example see this

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now Ill move the vertice on the ip of the nose vetex, see how it ends:

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see? but this is not what we wanted so click on undo, untill the vertex on the nose returns to its original position.

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Now lets see the mesh

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the reason Ive applyed a checker material to it is because it helps to see how well are the uvs placed, a bad layout of the uvs and youll get streched squares on the mesh and that means that any texture you apply on that mesh will be streched aswell, so the objective of unwraping, using the checker material, is to try to make the squares as perfect as you can by moving the vertexes, BUT at the same time the uv should be placed in a way it helps you to skin. For example you could apply a planar face to each face in the mesh and all the squares will be ok but that will be imposible to skin well.
Now I cant show you a step by step, imagine all the pictures, on what vertexes I move.

Before you begin playing witht the vertexed I recomend turning on Constant update on viewport, Ive heard it requires memmory, but I only have 768 of ram and it worked fine, even when I had 512 it worked.
So to turn it on select Options>Advanced options

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Then just check it and click ok

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This constant update lets you see, as you move, the changes of the texture on the mesh.

So this is what I got after playing with the vertexes on the edit UVWs window:

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now lets look at the head:
before:
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after:
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Now as you can see I coulnt get all the squares perfect, if I had moved more I could have done it but it wont help once you go into skining, so you have to look for balance here.

Now lets do the same for the body, select the front part

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and apply a planar map with Y selected

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now do the same to the back of the body

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now select both the front and back of the foot

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now apply a planar map selecting X too, you should get this:

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Now lest arrange it all:

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Notice that all is put inside the blue square in the editUVWs window.

So heres the final model:
http://wc3campaigns.net/attachment.p...1&d=1167497791

And thats it, if you want to see more checkers in the body mesh just set a high value at Tiling(you can see about this back, whe we applyed the material). Now the model is ready to skin. Happy skining!! :emote_thumbup2:


---End of Tutorial---

jigrael 12-30-2006 04:47 PM

10 Attachment(s)
some images didnd fit so Ill post them here.

Taylor_Mouse 03-30-2007 01:33 PM

OK, maybe it would be a lot easier if you select the whole head ( well a left or a right side of course ) and apply the UVWUnwrap Cylinder to it, just make sure that Split ( defined by a green line in the cylinder ) is not in the middle of face.
This makes it a lot easier to unwrap and it is also the way blizzard does this in WoW.

Zugbug 12-08-2010 07:17 AM

At the start I thought it was somekind of origami


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