
:: Post Date: 2007-05-01 09:32:11 [Post Comment] [Post Articles]
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Rebuilding Textures After Modifying UVsSoftware Used: Autodesk 3ds MaxAuthor: Bogdan IliesiuContact: bogdan.iliesiu@gmail.comAuthor Website:www.3dluvr.com/bogdanIntroductionHey everybody! In this tutorial I would like to present to you a technique that allows you to automatically rebuild an existing texture image after you re-adjust (partially or completely) the UV coordinates for a 3D mesh. If you have an existing textured mesh, and later decide to re-adjust the UVs, for various reasons, you can use this technique which automatically rebuilds the texture image according to the new UVs. Directly below , I will give you two examples of a low poly game character, and a high detail Z-brushed model: ![]() [Click Here for Larger Image] ![]() [Click Here for Larger Image] The technique is based on projecting the diffuse channel of an existing mesh to a transparent object with different UVs, by using the render-to-texture feature of mental ray. Just follow these steps: 1. First, clone the original mesh. From now on, we will call the original original_mesh and this last clone new_mesh. 2. Then, re-adjust the UVs for new_mesh as you so wish. It is best to avoid overlapping UVs as they may create unwanted artifacts later on, at step 12, when you render to texture. You can have overlapping UVs for the symmetrical parts of the mesh, which you can tend to later on, at step 5 3. Clone the new_mesh again. Call the clone helper_mesh. 4. Hide the new_mesh object. 5. Select the helper_mesh and collapse it to an editable poly. If the new UVs have any overlapping parts, like symmetrical body parts, just delete the polygons that are the symmetrical body parts and have overlapping UVs. If you have multiple material IDs, and more than one texture image, you will have to apply this technique for each material ID, one at a time. You will also have to make for each material ID a separate helper_mesh object, with only the corresponding polygons included. 6. With the helper_mesh, go to vertex sub-object mode and select all the vertices. Select local transform. Then, move all the vertices on the local Z axis to a very small amount (like 0.01). You can do this by zooming in really close and moving on the Z axis by using the move gizmo. ![]() [Click Here for Larger Image] The move on the local Z axis is necessary, so that the projection at step 12, when you render to texture, will be calculated correctly. If you get artifacts in the end, try changing the amount of movement on the Z axis. 7. Apply a completely transparent material to the helper_mesh. You can do this by making a new standard material, put a checker material in the opacity slot and set both colors of the checker to black. ![]() [Click Here for Larger Image] 8. For the original_mesh, make a new standard material and put its original diffuse texture image in the diffuse slot. If you have more maps, like specular, bump etc, you should apply this technique for each map, by putting it in the diffuse slot. 9. Delete all the lights in the scene. Make a new omni light and turn it off. Then, on the environment menu, make the ambient color completely white. ![]() [Click Here for Larger Image] This is necessary so you don't 'bake' any lighting information when you render to texture. 10. Set mental ray to be the current renderer. This technique only works with mental ray. ![]() [Click Here for Larger Image] 11. Make sure that original_mesh and helper_mesh are the only visible objects in the scene and that they are both in the same position (on top of each other). 12. Select helper_mesh and Render to texture from the Rendering menu. Add a 'Complete map' for output, select the output file name and type, set the Mapping Coordinates to Use Existing Channel, set the padding (the space around the used texture coordinates), set the size of the output file and Render! ![]() [Click Here for Larger Image] 13. Apply the newly built texture to the new_mesh object and Voila! ConclusionUsing this technique, you can lay out some UVs that are really easy to texture, and then rebuild them to fix seams and pack the UVs closer together. There are also many other things you could do. For example, you could build a low-poly version of a high detail mesh and use this technique to bake the texture right. You can also model all kinds of accessories on your low poly models, and then use this technique to bake them into the low-poly mesh texture. I really hope you'll find this useful and don't forget to write me for any thoughts. Author: Bogdan IliesiuContact: bogdan.iliesiu@gmail.comAuthor Website:www.3dluvr.com/bogdan |
| Wow, that was easy. It's all about the ambient light. Good technique. Helps for converting Zbrush adaptive UVs to unwrapped UVs. |
| thnx for this great tech, but its too hard to understand for a nooby ,i advice u to make a video tutorial ,it will be much easier to understand by video. |
| Yeh, i agree. It needs step by step procedures. |
| i think you need to describe more.. wont help any newbie with that.. i need to make me understand by myself.. good technique though.. |
| worst tutorial no proper procedure |