PROJECT: Proj_8_UV_Texture

Applying Materials w/ Lambert
*we already discussed this
– Right click on individual faces (or a select multiple faces) and choose Assign Favorite Material. Choose Lambert, Click on the Color option and pick your color. Make sure to rename the Lambert as well

Projected Materials
Apply a new Lambert to a face, name the lambert ‘Table Top’
Click on the checkered symbol next to the COLOR option and in the next window choose FILE and load the Table Top Image
Press 6 to see your materials
Now adjust the image’s projection
UV > Planar
This makes a new node/tab called PolyPlanarProj1
Adjus the Rotate Setting and put 90 in the first box (since we are applying it to a surface on the X axis.) and put 0 in the other boxes
Adjust the Width and Height w the sliders or by dragging
Use Image Scale to Flip the image by adding -1
Applying with another type of UV
Use the front viewport to select every Face except the top of the box.
Create a new lambert, call it ‘Table_Side’
Click on the checkered symbol next to the COLOR option and in the next window choose FILE and load the TableSide Image
Select all those side faces again and go to
UV >Cylindrical
Adjust the Sweep and Height using the Sliders or by using the draggers

Using the UV Editor
Create a simple cube, Scale it up a bit and bring it up to the ground plane
Apply a new lambert to the cube, name it Carboard Box and load the Cardboard Box File
Open the UV Editor Window
Windows>Modeling>UV Editor or UV>UV Editor
You will see your image, and the outline of your object
We will now modify the projection.
Select the Cube, UV> Automatic
This will move the outline of your projection in the UV Editor
As you hover over faces you will see them highlight in the UV Editor
Hover over the outline that represents the top of your box.
In the UV Editor right click and choose SHELL
*a Shell is an individual surface for projection, some people call it an ‘island’
You can now use Move (Q) to move the shell to the empty workspace
Right click and choose EDGE as you hover you will see which edge it is connected to.
Select the Edge, Right click > Polgyon > Move and Sew UV Edges
Repeat these steps, you can do this quickly by selecting the edge you want and pressing G (G is a shortcut for a repeat command)
Do this so that your Shells match the structure of the image
Now Right Click and choose Shell and use the Rotate tools in the UV editor to get it to match the image direction
Use Q (move) and R (scale) to get it to match the image
To do more finite adjustments, Right click and choose UV and you can move the corner point of the UV

For your models
Create a New Lambert Layer for your model
Use Face to select a section of your model (for example the legs)
Go to UV> Editor and choose Automatic
*This automatically separates each polygon on the UV Editor
Press Q on the UV Editor and move these shells away into the workspace so that it doesn’t get confusing.
Repeat these steps for another section and move the shells into a different portion of your workspace.
*Keep your different sections apart from each other know till you understand how they are breaking down
If necessary you can select individual shells and move them to have a more logical structure
Right Click and choose UV to see all your UVs.
Now use Move and Scale to postion your UVs in the top right of the UV editor.
Go back to your modeling View port, choose object Mode, select the Model.
Go back to UV Editor and then go to Polygons>UV snapshot
Add a name for this file under FILENAME, and then hit OK.
Photoshop
Open this file in Photoshop.
Create a fill layer in black underneath the UV layer.
Lock the UV layer.
Start painting and adding textures in photoshop!
Save your file as a PNG and make a backup as a PSD

3D Paint Tool

Select your Object and add a new Lambert
Select the Object, Go to the Rendering Tap above your view port and click on the 3D Paint tool
Double Click the tool to open its settings.
Go to File Textures > Under Attribute to Paint choose Color
Click on Assign/Edit Textures – Increase the pixel dimensions and choose a file type
Adjust the brush size
Go to File Textures> Save Textures to save your work
This file will be in the Source Images Folder>3dPaint Textures>Colorbox
You could open this in photoshop and edit it and resuse it

*note- 3D paint seems to work better when your object is a combined and NOT made up of instances.

Source images for practice:
desk_top wood_planks cardboard_box

Great Tutorial on UV Mapping (cardboard box method)

Tutorial on UV Mapping on a more complicated object

Tutorial on UVs to Photoshop workflow

Category : 3D

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