 | Drag and drop a cylinder onto the scene. |
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 | Select the Point and Face Selection
tool
from the Edit Toolbar. The Edit toolbar is located along the right
side of the 3D Canvas Window.
Click
on the main toolbar to change to Face Coordinates mode.
Click
on the main toolbar to select Operation Direction highlighting.
The Unwrap operation can either create a new texture, or add
unwrapping information to an existing texture. If there is an active
texture on the Material Palette 3D Canvas will add to that texture.
Since we want to create a new texture, click
on the material
palette to clear the current material. This also selects Flat
wrapping, which is often the most effective texture application
technique for the Unwrap operation.
Select the top face of the object as shown. Notice that the direction
map shows no distortion. That means that when we apply a texture, or
in this case Unwrap, there will not be any distortion. This is a
function of being in Face Coordinates mode. See the
Oriented Modelling tutorial for more
information.
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 | Click the Unwrap
operation.
This will open the Unwrap operation window.
The white area in the right pane is the newly created texture. The
circle is the top of the cylinder unwrapped onto the new texture.
Each of the points of the cylinder top is represented by a green
texture coordinate handle. These can be moved individually if need be, but in this
tutorial we will re-size and move them as a group.
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|
 |
 | Click
to reduce
the mapping size as shown. Ctrl-clicking reduces the mapping size by a small amount.
Then use the arrow buttons to move the mapping as shown. Take care not
to move beyond the edges of the texture area (shown in white). If you
do, click to
reset to the initial unwrap size and position. Once
you get near the edges ctrl-click the arrow buttons to move a small
amount.
Notice that a checker pattern is applied to the object. This is done
to assist you in achieving continuity and in reducing distortion.
Continuity can often be improved and distortion reduced by manually
moving texture coordinate points. With this simple object there is no need to do this
since it is done automatically.
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|
 | Click OK. You will be asked to save your newly
created texture.
Notice that the checker pattern is applied in 3D Canvas and that the
Material Palette has been updated to show your newly created texture.
If you want, you could apply the new texture to the object by clicking
on the
Operations Layers list. In this tutorial we will not. We will wait
until the final step so that we can retain the continuity mapping
through the entire procedure. |
|
 |
 | Select the bottom face of the cylinder.
Again, the Face Coordinates mode ensures that we get no distortion.
|
|
 |
 | Click the
Unwrap
operation.
Notice that the new unwrap was added to the previously created texture
since the texture was active in the Material Palette. |
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|
 | Reduce the mapping size and move it as shown. Click
OK. |
|
 |
 | Again a checker pattern is applied so that you can
track continuity and distortion. |
|
 |
 | Select half of the side faces of the cylinder as
shown.
Notice that the direction map shows problems with distortion. The
orange checks are considerably different in shape than the other
checks. We could unwrap using this selection, but the results would be
difficult to use later in a paint program. |
|
 |
 | Select a smaller section of faces. In this example
one quarter of the side faces were selected. This shows very little
distortion. All checks are roughly the same shape and size. Note they do
not have to be square. Just the same shape and size.
With complex objects it is not possible to achieve checks of equal
size and shape. That is where manual adjustment of texture coordinates
becomes important. In this tutorial we are restricting ourselves to a
simple shape in order to show the basics of object unwrapping.
|
|
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 | Click the
Unwrap
operation.
Size and move the unwrapped area to an unused location as shown.
Ideally, the checks should be square and equal in size. In this case
they are not square. Fortunately we can adjust
both the size and the shape using the reduce
and enlarge
functions. |
|
 |
 | Shift-click
to vertically
enlarge the size of the unwrap until the checks in the preview window
are square.
Position the unwrap as shown.
You will notice that the size of the checks on the sides of the
cylinder are larger than the size of the checks on the top of the
cylinder. In this example it is not important that the texture for
the top is of the same scale as the sides. If this were a requirement,
we could correct it by erasing the improperly unwrapped sections of
our texture using Microsoft Paint or another image editing program and
re-unwrapping the out of scale sections.
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|
 |
 | Continue unwrapping the side faces of the
cylinder.
Ensure that the checks remain square and are the same size as the
checks of the previously unwrapped side faces.
Notice that at this point our continuity mapping does not exactly line up. This is not
necessary as long as the general direction of the continuity mapping
is correct. However, if they do line up, it can be easier to paint the
texture since brush strokes can be continuous if the unwrap is
continuous. Shifting the newly unwrapped section to the left will
result in a continuous mapping.
|
|
 |
 | Here is our unwrapped object with continuity
mapping applied.
Note that the checks are square across the whole cylinder. That means
there is very little distortion. But, the top and bottom are of a
different scale than the sides. Normally we would want checks to be
equal in size across the entire object. But in cases such as this
where continuity between the sides and top is not critical this can
actually be useful since you can dedicate more texture pixels to one
region than another. |
|
 |
 | Right-click on a face and choose
"Select->All->Faces"
Here is an example of a poor direction map. Face Coordinates mode
works best when a relatively small percentage of an object's faces are selected. |
|
 |
 | With all faces still selected choose Use
Plug-in->UpdateMaterial from the Tools menu.
We now have an unwrapped cylinder with the unwrapped texture applied.
You can now use a paint program such as Microsoft Paint to paint on
your unwrapped texture.
While you are painting your texture you can have 3D Canvas open as
well.
Every time that you want to see how your painting looks, just select
the most recently used document from the 3D Canvas File menu. This will reload
the model and show the updated texture.
This particular example was quite simple. Unwrapping a complicated
object such as a model of a human is considerably more difficult.
If
you find that you are having difficulty removing distortion, you can
manually move texture coordinate points to reduce distortion and
improve continuity. But regardless of the amount of manual
intervention, there will always be some distortion and continuity
problems with complicated objects since we are mapping a 3D object
onto a 2D surface. In cases where a choice has to be made between
reduced distortion and improved continuity it is usually best to
favour improved continuity. This permits easier painting of the
texture.
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 |
 | You may have noticed that we have extra unused
space on our unwrapped texture. Using the unwrap operation requires
that some estimation be done to ensure that the entire texture is
used.
A good technique to ensure that little rework is required is to
intentionally leave space on the texture. In this example we
intentionally left blank space just in case we miscalculated on how
much texture space would be needed. We worked from the top left corner
to the right bottom corner in an attempt to create an area that is
easy to crop with a Paint program.
|
|
 |
 | Here we have cropped the texture to remove blank
space. Note that we have to retain a square texture, so not all blank
space could be removed. |
|
 |
 | The effect of this cropping resulted in incorrect
texture wrapping. This is simple to correct with the UV Re-Map
operation. |
|
 |
 | To correct this, simply select the object and click
the UV ReMap
operation.
Now it is just a matter of moving and resizing the remap to overlap
the previously unwrapped texture. |
|
 |
 | The texture is now properly remapped.
This procedure also works if you have run out of space on your
unwrapped texture. But in that case it is necessary to apply the
texture in a incomplete state, resize the texture, use the UV ReMap
operation, and then unwrap the remainder of the object. |
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