Wednesday, 7 November 2012

Unwrap UVW



Unwrap UVW
Made a Box from the primitives and made it a editable poly while then adding the modifier Unwrap UVW.  The next thing to do was to use the edit button which brought up another window.




















I would then click on the + on the Unwrap UVW to bring up vertex, Edge and Face. Would click on the Face and highlight all the faces and then click on the Mapping and flatten the UVW to bring up 6 squares of each face on the object. 

 






I would then rearrange the UVW to make it more suitable. To make it look like this. This would make it into more of a cube shape, if you would fold it up if you were making it from paper or card in general.




















The next step was to put this put the unwarp UVW into a photo editing software which I used Photoshop. I would then make a new layer and put a background on that new layer so anything within the unwarp UVW would get textured when the texture went back into 3ds max









The next step was then to put this into the material editor in 3ds max and then attach the material to the UVW object and this round then be placed around the box to make it a Dice.



Smoothing



Smoothing
In the tutorial today I was checking out the smoothing tool to see what it done. The first thing what I done was to make a sphere and removed all the smoothness because the whole primitive shape by default smoothed. So the smoothness tool was cleared so the sphere would regain its roughness.

 











While selecting the polygons and then selecting a number for the smoothness, this added smoothness feel to the sphere. And the rest of the sphere was still rough.














While selecting different polygons and then selecting a different number would make it with a different shade of textures by using the smooth tool.

 











 The next thing I done was to do the same thing and made the sphere with 4 different sections of smoothness, so this gave different types of smoothness.
















The next image has the two different types of smoothness both joined together by using two of the same smoothness numbers and giving both of them having a different number. Say one has number 1 and the other has 2, you would give the two the number 3, and this would give the same smoothness to whatever is selected


 









The last image is the sphere just having one number attached to it so the whole thing would be in the same smoothness with no different shades.