Unwrapping process

This section covers the general model unwrapping process. Once you have a model created (ie shape is correct) you will need to go through the unwrapping process in order to apply a texture to the model. For example, suppose you wanted your surface to look like bricks, or you want to put words into your sign,... all of these requires the use of textures. When you create assets for games, not only will you need to create the model but you will also need to create the texture for the model, thus, this process is important to creating content for games. Below is a brief overview of what you will need to do:

Step 0: Clean up model

Before you unwrap, make sure you have done the following:

  • reduce your triangles and triangulate it.

  • attach all the pieces of your model together into one object

Step 1: Unwrap your model

  • This first step ensures that when you apply your texture, the texture will not be disproportionately stretched.

  • Apply an "unwraphelper" texture to your model... some people just use checker pattern but others prefer something that makes it easier to tell if the texture is flipped the wrong way or to ensure that texture faces are aligned. You can find an unwrap helper texture in our course repository. 3DS max now comes with one that has more info than checkers... which you use is up to you but I highly recommend the unwraphelper from the repo

  • go through the model and select a face (or faces) you wish to work with and unwrap the face.

  • That is, ensure that the texture is not stretched disproportionately or flipped the wrong way.

  • separate out the pieces (knowing what they are) and put them to the side

Step 2: Create a Stamp

Pack the pieces inside the square stamp area. This should be done with the following in mind:

  • items with texture details require more space (not related to size of item in image. For example, if you have a sign and you want the characters to be visible you should give that lots of texture space

  • You should use as much of the texture space as possible. Ideally you fill the entire stamp

  • items that share textures can be placed on top of each other. be aware of what happens at the edges and the orientation of these pieces though.

Step 3: Use the stamp and paint a texture

Using an application like photoshop create the texture. (essentially use the stamp like a colouring book, and "colour" in the texture

Step 4: Apply texture to model

Apply the texture back to model in max

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