![]() ![]() This step isn't required, but is recommended so you can easily restore the selection for subsequent mapping adjustments. Named Selection Sets function on the main toolbar. Within the single modifier, you can apply as many different mappings as you like to different polygon selections. You'll use a single mapping type on this selection. Go to the Polygon sub-object level of the Unwrap modifier and make a selection of contiguous polygons.Set the material to display in the viewports, set at least one viewport to be shaded (for example, pressį3 to toggle between wireframe and shaded), and, if necessary, turn off Shade Selected Faces (pressį2) for that viewport so the texture mapping is visible. Apply the modifier and a textured material (typically containing an image- or pattern-based Diffuse map) to an object.Unwrap UVW provides many additional tools not described in this procedure, particularly in the editor.įor procedures detailing other mapping methods available with Unwrap UVW, see This procedure offers a general overview of using the basic Unwrap UVW tools available on the Modify panel and theĮdit UVWs dialog. To use Unwrap UVW with the standard mapping methods: To map additional polygons, proceed from step 3. To apply the mapping, click Quick Planar Map.To use a different orientation for the mapping, choose X, Y, or Z from the flyout.Quick Planar Map gizmo superimposed over selected polygons You can toggle this feature and set the line thickness with the ![]() This helps you visualize the locations of mapping clusters on the object surface. Each of these clusters has an outline called a map seam which appears superimposed over the object in the viewports. That way you can position the clusters precisely over different areas of the underlying texture map for optimal mapping accuracy. In using Unwrap UVW, you usually break up the object's texture coordinates into smaller groups known as clusters. You can animate UVW coordinates by turning on the Auto Key button and transforming the coordinates at different frames. In the latter case, you usually do so in order to use a mapping method unavailable in Unwrap UVW, such as Shrink Wrap. You can use Unwrap UVW as a self-contained UVW mapping tool and texture-coordinate editor, or in conjunction with the > Modifiers menu > UVs, Maps and Materials > Unwrap UVW > Modifiers menu > UV Coordinates > Unwrap UVW Default menu: Select one or more objects.> Modify panel > Modifier List > Object-Space Modifiers > Unwrap UVW You can adjust mapping to fit on Mesh, Patch, Polygon, HSDS, and NURBS models using any combination of manual and several different procedural methods. You can also use it to unwrap and edit existing UVW coordinates on an object. But I wonder how many scenes are going to need converting? I’m sure some users will find a use for it.The Unwrap UVW modifier lets you assign mapping (texture) coordinates to objects and sub-object selections, and to edit those coordinates by hand as well as with a variety of tools. It essentially converts old Arch & Design, mental ray and standard items into physical materials, physical cameras and physical lights, that can be used in conjunction with the new Autodesk Raytracer Renderer (ART). There are tools to make your life easier, such as a tool called the Scene Converter. I think Autodesk lacks the balance in this release. In every release, artists want to see a healthy mix of improvements to the existing offering and the addition of new features which are going to push the software forward. That’s great, but the lack of new, groundbreaking features is a little disappointing. The documentation on these tools points towards the fact that the majority of new tools are there to make an artist’s life easier. According to Autodesk’s website there are 23 new features – though a quarter of these are enhanced versions of existing tools. I’ll stay out of that conversation and focus on reviewing the new features. ![]()
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