Jump to content
Sign In to follow this  
OffshoreTacos

Tutorial: Unwrap UVW

14 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Notice: This tutorial was partially deleted at some point and was subsequently reconstructed from memory on November 15, 2008. If some of the replies to this thread don't make sense, that's probably why.

Unwrap UVW is an essential tool for texturing in gmax/3ds Max. In this tutorial, I will show how to quickly make a very simple but useful HVAC unit for your roof junk collection using Unwrap UVW. It assumes basic knowledge of gmax/3ds Max. You should know how to create a box and how to apply a bitmap texture.

We'll start with Maxis' HVAC.jpg texture, which you can find in gmax\gamepacks\BAT\Textures. It looks like this:

As you can see, the texture looks like many plates of metal stitched together. That's because it's designed explicitly for use with UVW Unwrap. UVW Unwrap lets you cut up a stitched-together texture and apply the pieces to individual model faces. This will make more sense shortly.

Let's build an embarrassingly simple model. It's just two boxes, one on top of the other:

Go to the Material Editor and create a new texture. Set the diffuse map to HVAC.jpg. Apply the texture to both boxes. Make sure that the "Show Map in Viewport" button is turned on, as shown below:

After you click that button, you should see the texture applied to your objects:

Now we will do some UVW unwrapping. Select both boxes. Click on the Modify tab on the right-hand menu (the second tab from the left). Open the drop-down Modifier List and apply the Unwrap UVW modifier to the boxes.04.jpg

Note for advanced modellers: If you are applying this modifier to an Editable Poly or Mesh, you will need to apply a UVW Map modifier first. This is because gmax's primitives come with default UVW mapping, but polies and meshes don't.

Select the box on top. We're going to map it first. Expand the modifier by clicking the plus sign next to its name, then click "Select Face," as pictured below:

This will help you to see what you're doing in the upcoming steps. (Try working without it sometime, and you'll see what it does. For now, just turn it on.)

Now let's map! Click "Edit" in the Parameters rollout. If you're using Gmax, you should see the following dialog, while 3ds Max users will get a similar but more complicated one:

If you see empty grayness instead of your texture, make sure "Show Map" is enabled. It's the blue and white cube icon in the upper right.

Those white lines represent the edges of your polygons. Right now, all of the polygons are showing, but we want to work on one at a time. Go to your viewport and click on the top of the box. The polygon should get a yellow highlight. (This is why you enabled Select Face before.)

Return to the Edit UVWs dialog. Enable "Filter Selected Faces." It's the button highlighted in red below:

As long as this is turned on, you'll only see the edges of the selected polygon(s). Now that only the top rectangle is showing in the Edit UVWs window, we can map it.

We want to use only a portion of the texture for this particular polygon, so we're going to drag the vertices (the tiny white rectangles where the lines meet) until they enclose the part that we want. Specifically, we want the dark vent texture in the middle-top of the image. Move the vertices so they're like this:

The vent texture should automatically update on your model. It should look like this:

Now go through face by face and map it to an appropriate part of the HVAC texture. You should end up with something like this:

And here it is rendered in Gmax:

It's not exactly jaw-dropping, but then, it's not bad for 12 polygons and about 5 minutes of work.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Thank you so much for this tutorial. I always wanted to know how to do this. You should get this added to the Omnibus section so it doesn't get lost in the forums.

Thanks again!

Mntoes

Edit, Tried and it works. One question though how would this work on a circular area or other more complex shape?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Thanks so much for this! 9.gif I knew it could be done somehow, but its abit of a brain fryer... most of Gmax/3Ds is...

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

awesome!  I've used uvw unwrappin in other modelling softwares, ut I could never figure out how to use it extensively in gmax/3ds max.

Once again, thanks! 44.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

OH MAH GAWD!!! Finally somebody shows me step by step whats going on with uv unwrap, I am sorta working with some professionals on some contract work, but when you are getting paid for your work these guys are very reluctant to show you how to do stuff. Thankfully I can now figure this out many thanks, plz sticky and expand the tut.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks everyone!

    mntoes: Unwrap UVW can be used on circular or any other sort of geometry. Just be sure that it already has mapping coordinates. Many primitives, such as boxes, automatically generate their own mapping coordinates. But some geometries don't, or the automatically-generated coordinates are bizarre. In these cases, you must apply UVW Mapping before Unwrap UVW.

    I'd be happy to expand the tutorial in other ways as well. What would people like to see?

    Are there any other topics of modeling in gmax that deserve tutorials? I might be able to do some more, since I know the program pretty well.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Wow thanks for the tutorial, I'll have to try this texturing method in my 3d modeling class after thanksgiving.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Excellent tutorial


    Check out My files by typing: Biwdc in the stex search.

    Check out My sc4 Site here:Biwdc Lot's Inc.(Sim City 4 Stuff)

    & New forums Here:http://biwdcforums.com

    Check out My Web Server Here:Biwdc Lot's Inc. Web Server,Biwdc Forums PHPBB

    Useful links:Get Your Maxis Files Here! -Mac-P.C,SC4 Devotion Maxis files! -P.C -Sim City.ea.com no longer exist so get the maxis files from the links to the left ^_^

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections