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Unwrapping with Texporter
Tutorial by Krishnamurti Mart
Login to add a Bookmark 1 votes for an average rating of 5.00

Updated:   10/31/05

Works on:    Windows
3dsmax Versions:   4.x, 5.x, 6.x, 7.x, 8.x
Readership Level:   Basic
Owner:   sdb1987
Author Name:  Krishnamurti Mart

In this small tutorial, I will try to demonstrate the easy use and flexibility of TEXPORTER, (free plugin) with two simple planar maps, an alternative for who doesn't want to spend a long time "sewing" unwraps. You will know one of the simplest and most effective ways of mapping an object. For that tutorial, I used only 2 maps and 1 mask (b&w map). With time and according to your need, you can discover that the number of maps can be 3, 5, 20 or how many your object needs.

1. Choose the object to be mapped. In this case, I will be using the plumber's boot (editable poly), modeled for my short movie WIP.



2. We will apply the first UVW map to cover all the lateral of the boot. This map will be defined as planar, X axis, channel #1. The "Fit map" button always helps.



3. Then, I applied the second UVW map for the front. This map will also be defined as planar, however in the 2nd channel (don't forget!). Select the "gizmo" and rotate 45 degrees in relation to lateral, as illustrated on the left. Click "fit" again.



4. Activate the texporter's menu as in the illustration on the right. If it still not available, add it by clicking the "configure button sets" button:



5. Click on texporter. We will generate the first map for painting in photoshop. For this, I configured it the way demonstrated on the left. Again, don't forget to verify the map channel, in this case is #1.



6. Click "pick object" and click on the object. It will show the base map for texture. Observe that it will generate the map with the proportions simmilar to the proportions of the object. As the boot has an almost square shape, I used the resolution of 1100x1000 pixels. You should adapt that resolution for your object to fit in the best way. Otherwise, undesirable distortions can be generated in the texture. I saved this image with this name: Bota_Lateral_Ref1.jpg.
The Generated texture base can be seen on the left.



7. Repeat the procedure above with a single difference: configure for the map channel number 2 (don't forget!). Observe that I altered the size of the texture to 600x1500 pixels, adapting the image size to the proportions of the front area, where the shoelaces are. I saved this image as Bota_Frente_Ref1.jpg



8. Open those two generated images in photoshop and paint them in the way you prefer. My final textures are these:





10. Using the image of the lateral of the boot as a reference, I painted an opacity map (mask), where, the darker areas are more transparent and the brighter - less transparent. For that, I used the seam that involves the area of the shoelaces as reference.
It will serve as the map that will "mix" the two textures, exported during the previous procedures:


.




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