“Face UVWmap ” by Montree T.
The following technique will be about the relation between modeling and its UVWmap. Some beginners draw their 3D model by extruding from 2D shape and just use a simple UVWmap such as plane, box or cylinder type, however this may sometimes produce incorrect UVW mapping on surfaces and the result looks incorrect.
A 3D model which is extruded from a 2d shape without any adjustment of polygons on top. A simple planar UVWmap is assigned to the top. The mapping coordinates are incorrect after we apply face UVWmap(face) to it.
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Drawing a model with good alignment of polygons on its surfaces can solve this problem before we assign face UVWmap. There are several ways to model this.1. Standard primitive models are basically well built in terms of their polygon alignment. The better way to draw a cylinder is with a standard primitive rather than to draw a 2d circle and extrude
. Some of the standard primitives also have an option of generating mapping coordinates. Draw an inlay object, starting from standard primitive and delete some of its polygons.2. Loft object
3. Spline network and patch modeling An example technique using a spline network.4. Editable polygons can help to create a proper and clean alignment of faces on the surfaces as well. I found this the easiest way to do this
: An example technique, using editably polygon.
Apply UVWmap (face type) and assign a material only after you have a good alignment of polygons on a surface.
(c) Montree T. , Smoke3dStudio
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