Modeling A Toy Dragonfly Part three
This tutorial series covers how to model, texture, and render a toy dragonfly. This part of the tutorial series will cover putting the model together, UV mapping, .
In this part we'll be finishing the model. The below chapter will be discussing UV mapping for texturing.
UV mapping is the process of converting a 3D model into a 2D plane that can be textured in a 2D editing program to add color, bumpmap, etc. This is done through UVs. UVs are similar to vertices, but, unlike vertices, they work in 2D space using the UV editor in Maya. The images below describe the UV mapping workflow.
Finishing The Model
Here's where we left off:
First we're going to need to delete the image plane. So, on the side view port camera, go to view>image plane>image plane attributes>imageplane1.
I have a tutorial covering removing smooth proxys; you can read it here. I've shortened the steps here.
Step three - Some of the model's vertices will be "crimped" together.
To fix this, select your model and open the attributes editor. Go to polyMirror# and set the merge threshold to something like 0.008 or 0.010. This will prevent that from happening but still merge the two halves together.
On to smoothing. Select your wings, body, and head piece and go to mesh>smooth... Open the options by clicking on the box.
We want to smooth more times than when we were smoothing it previously. So set the divisions to 2. We don't want to preserve any of the geometry, so uncheck the preserve options.
Now click smooth.
Now to clean up the scene. If you remember in part one we were talking about history, all that history is still there; this will cause problems later on. Since we no longer need to edit the history, we should delete it. So go to edit>delete all by type>history. This deletes all the history in the scene. If you wanted to delete the history for only the selected objects, you would go to edit>delete by type>history.
Due to the simplicity of our model, we're not going to go into a full-fledged UV map tutorial, but we'll cover the basics.
Now select the model.
All those lines that are in the UV editor are the object's UVs in their current position. As you can see it would be pretty hard to paint on because we have no clue where these UVs connect to. This is where UV mapping comes in.
Step two - We're going to project a 2D plane on the X axis (side). So check project from X axis. Also we want to check "keep image width and height ratio". The reason we checked this is so it won't get stretched out to fit the maximum UV range.
Step three - Now the UV editor is starting to make some sense. You can tell where the UVs are on the model. When we paint our texture (color), we'll be painting on these UVs.
Step five - Go to create UVs>planar mapping... Open the options. Set the "project from" to Y and click project.
Step six - Press F12 on your keyboard. Now you can select the UVs.
Step eight - Go to select>convert seleection>to UV shell. This selects all the tail's UVs.
Step nine - Press W to activate the move tool and move the UVs to the right side of the UV range.
Now for the body. We're going to rotate it and make it larger.
Step three - Press R to activate the scale tool and scale it up to the maximum UV range. You may need to move it a bit closer to the tail.
Step four - Select all UVs (just make a big rectangle over all the UVs) and go to polygons>rotate... and open the options. Set the rotation ange to -90. Click rotate.