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SusanGaSonG

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Creating the Pencil Texture

Posted on October 11, 2014 by SusanG

Yep, still working on the logo for Suguay Productions. I think I might be in the home stretch though. I got the texture for the pencil end created.

I took the UV layout that I created into Photoshop to work on it. When The UV layouts render out of 3ds Max they show up white on black. This is a bit uncomfortable to work on so when I get to Photoshop I select everything and under adjustments, I choose invert. This makes it look more normal, black lines on a white background.

For the main texturing, or painting. I add a layer and set it to multiply so I can see the lines through it. This is a step I learned from that tutorial I mentioned in a previous post. Once I have my new layer I start painting. For this time, I did all my painting on the same layer. I could have created different layers for different areas or colors if I had wanted to. I decided not to, though I did put the text on a different layer.

One of the nice things about working with UVs is that I don’t have to stay in the lines. I am not particularly adept at using masks in Photoshop yet so the fact that I could paint a little outside the lines and it wouldn’t matter was awesome. I did try to clean up a bit because I did get really messy at times.

So here is how it looked when I first saved it out. Pencil_uv_1007_color

I forgot to turn off the background layer where all the lines from the UV are and so they show up when I save the file. I didn’t think too much of it until I got it into 3ds Max and saw that it was showing on the pencil. So I had to go back and turn off that layer and save it back out. I had to do one other thing as well.

While the text is legible here, it turned out to be upside down when I got it on the pencil. I suspected that was going to be a problem so I wasn’t surprised. The fix wasn’t too bad, however I did have to try all my options. First I tried flipping the entire UV so that the text would be upside down but appear right side up when applied to the pencil. I did suspect this wouldn’t work. I had a hunch that the placement of the UVs on the layout were integral to the way they would apply to the object. I was right. When I tried to bring the flipped layout into 3ds Max and apply it to the pencil, it was all a mess. Pencil_uv_1008_color_b

 

Ultimately what I did was flip only the text in Photoshop so that when it came into 3ds Max it would display right side up. And I remembered to turn off the background layer. So the UV I ended up using looked like this.

Adding the texture was pretty easy. I assigned a material to the pencil selection group and then ported a bitmap into the diffuse slot. I chose my image and then rendered it. I have to additional lights in the scene at this point so this is the default lighting. SGP_Logo_1009a

There was a small bit that was bothering be about this. I don’t know if you can see it very well, but right at the edge of where the yellow paint starts to taper, there is an edge or lip sort of looking bit. This wasn’t right. Then I remembered that I had not turbosmoothed anything. So I applied the turbosmooth modifier to just the pencil, not the line. And now it looks much better. SGP_Logo_1009b

 

 

Next up, time to work on the pen.

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Posted in 3D Art, 3D Modeling, Suguay Logo | Tagged 3d modeling, 3ds Max, Photoshop, turbosmooth, UVs | Comments Off on Creating the Pencil Texture

Packin’ the UVs

Posted on October 8, 2014 by SusanG

Last I left off, a very long post ago, I had the UVs created for each object in my scene. I have done a little more house keeping work.

Each object had its own UV layout and when you brought up the editor that was all you saw. Now I could work with this but it could be pretty tedious. Ideally, I would have as few UV layouts as possible so that there was less to deal with. So I created selection groups.
One group for the pencil and its pencil line and another group for the pen and its ink line.

Selection groups are a little different than groups. With a group, if you want to edit a single piece of it you have to first open the group before you can select the individual component to change. With selection groups, that is not the case. It is more like a soft selection of items that will let you apply a modifier or a UV to it.

For each item I selected it and collapsed its Unwrap UVW modifier so that it became part of the object. Then I used the selection group and applied an Unwrap UVW modifier to the whole group. When I opened the editor all the UVs were in one layout window. This way I could better group them all together for exporting to Photoshop and painting in the texture.Capture_Pencil_UV_edit_a

When I was working on the UVs I made a point to, once I had it the way I wanted it, for the most part move the layouts outside of the zero to one space. That’s the checkered area in this picture of the UV editor for the pencil selection group. I did this because I knew I was going to be putting the UV layouts together in groups and if I left them all in the zero to one space they could end up stacked on top of each other and difficult to move apart.

For the pencil selection group, it was fairly easy to get all the UVs in the space. And I turned off the checkered background because it made it hard to see things. Once everything was packed into the zero to one space I rendered the UV layout out to a bitmap file so I can take it into Photoshop to work with it.Capture_Pen_UV_edit_a

Setting up the UV layout for the pen selection group took a little more work. There are many more pieces in that group and they all had to fit that same small space, as you can see here in this screen capture.

I had pieces all over and of varying sizes. I had to scale them down first to fit things in the space. Once they were all in the space then I packed them in a bit tighter so that I could then scale everything up just a little to make better use of the space and make it easier to create the textures. Once that was done I rendered this layout to a bitmap as well.

Capture_Pencil_UV_edit_b

Here is the packed UV layout for the pencil selection group.

 

 

 

 

 

 

 

Capture_Pen_UV_edit_b

Here is the packed UV layout for the pen selection group.

 

Yes, I think it may be a bit interesting trying to do the textures for these in Photoshop. For some parts I think I will be doing some extreme zooming in.

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Posted in 3D Art, 3D Modeling, Suguay Logo | Tagged 3D art, 3d modeling, 3ds Max, Photoshop, UVs | Comments Off on Packin’ the UVs

It’s Time for UV Layouts

Posted on October 5, 2014 by SusanG

I finished the modeling on the logo. There really wasn’t much left. I just needed to add a couple of items to stand in for a pencil line and an ink line. The most challenging bit for those was probably their size. They needed to be long but very skinny. And now, with all the modeling complete, it’s time to move on to the UV layouts for this project.

I have been watching the tutuorial course at Digital Tutors called “Texturing Game Props in 3ds Max and Photoshop” so I first finished watching the last few videos. I found this to be a really good course. It’s not too long, only 15 sections, and it covers the whole process for creating and using UVs. It steps through creating the UV map, working with the UV layout to get it just right, setting up the layout so that it exports properly, exporting the UV map, importing it into Photoshop, creating the texture in Photoshop, and then getting the whole thing back into 3ds Max and onto the model. It even covers an occlusion map as well as an ambient occlusion map. Both of which I did not have a complete understanding of prior to the tutorial. And a topic I will save for another time.

With the video complete and a whole afternoon open and unspoken for I was ready to tackle the UV layouts for this project. I started with the pencil end since it’s just two objects. I had a little trouble getting my UV map at first. Apparently, some of the specifics of the tutorial did not stick with me, either that or they were not spelled out and I wasn’t watching close enough. But, getting the UV map requires you to explicitly choose the object you want maps for. I found I was best off to use the object selection not just the element selection. So I could select the object from my scene explorer but that wasn’t quite enough. I had to select it there and then use the object selection item in the modify window to select the object. Then when I added the UVW Map modifier, it behaved properly.

The UVW Map modifier defaults to a planar map which really doesn’t work for this project since everything is made of cylinders. I changed the map type to cylinder and then I right-clicked on the UVW Map modifier and collapsed it to the object. This sort of bakes the map or modification into the object so now, that base object, has the additional attribute of the UVW Map. From this point it was a matter of adding the Unwrap UVW modifier and clicking the “Open UV Editor” button.This is where the hard work comes in.

If you have created your map properly then when you open the UV Editor window you see bunch of shapes in a little box. These are the UVs all squashed together and stacked on top of each other. First thing you have to do is to flatten the map but you have to remember to select everything. Once you do this then you see all the bits laid out in that little window much like a sewing pattern. It would be really nice if instead of sectioning out the cylinder into 4 strips the process would just unwrap it in one piece. But it doesn’t. The reason this would be nice has to do with seams.

I would surmise that seams are the bane of any 3d artist who uses UV textures. You have the same problem with them as you would in sewing. Have you ever seen a shirt with a pattern that when you looked across the seam it was totally off. If it was stripes then they didn’t match up and it was all messy and askew. Same thing happens with UVs. If your UV is for an object you might see in everyday life, say a mug, then you probably don’t want lots of seams to have to match up because you want your texture to look smooth and consistent. Unfortunately, with UVs you will always have some seams. The trick is to have as few as realistically possible and to hide or disguise the ones you do have.

In the case of the pencil, I ended up with four sections for the barrel and the pointy end, plus two extra sections to complete the circumference of the pointy end, and a section for each end cap of the pencil.Pencil_uv_scaled

This was my first attempt at a final UV layout. I connected the two extra pointy end sections but had not thought about the part where I was going to want to eliminate the seams so there are way more sections here than there should be. Now, if I were doing something completely different with the textures of each section I might have wanted to leave this. I’m not. I would like it all pretty even.

I did manage to get a few sections of the model UV mapped and unwrapped before I realized that I needed to actually connect those sections together. So, to take the sewing example a bit further, I stitched the appropriate sections together to get rid of the seams. I could see on the preview window when I had got it right because I no longer had extra glowing green stripes along a section of my model. Yes, it really is called stitching in the UV editor. The menu selection I used is called “Stitch selected”.

There was a bit of fiddling with things to get the layout to look nice. There is a relax command that is a little like if you were smoothing out a sewing pattern. Though if you choose the wrong option it can act a little more like you wadded up the pattern in frustration.Pencil_uv_story_scaled

This is a better UV layout for the pencil than the original one. You can see I now have only 3 pieces to deal with which means I will only have 3 seams. With some luck they won’t be too noticeable.

This process has to be done for every component of this model. Then I will combine what I can to a single UV layout for Photoshop where I will send it to for creating the textures. So a few more steps.

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Posted in 3D Art, 3D Modeling, Suguay Logo | Tagged 3D art, 3d modeling, 3ds Max, Digital Tutors, Photoshop, UVs | Comments Off on It’s Time for UV Layouts

I Really Thought That Would Be Easier

Posted on October 2, 2014 by SusanG

I had one last bit of clean up to do on the pencil side of the logo. I had that lip, near the pen side, that was left over from moving the edges to make a hexagonal shape that I needed to do something about. Either the pencil had to be scaled in diameter to fit it or the lip needed to be scaled down to match the pencil.

Here is the lip that needed fixing.

Here is the lip that needed fixing.

Sounds easy right? It is but it requires fiddling with points. But it took me a while to figure that out.

First I tried to scale the pencil diameter up so that it would match the lip diameter and would be closer to the pen diameter. That did not work as well as I thought it should. For some reason I am having trouble with this cylinder when it comes to scaling. If I try to scale it up along two axis then the third axis scales down. So if I try to make the diameter bigger then it makes the length shorter. I’m not sure why. I may have done something wrong when creating the cylinder to begin with. I will have to do some experimenting and see what I can figure out. Another time though. So after a while of trying to find a way to make the scale work on the entire object, I tried scaling the edges. In some instances I got the same results, in others I got a completely skewed shape. I suspect, in the process of things I may have got my pivot and angles messed up.

Since the scaling the bulk of the object up wasn’t working I tried scaling the lip and the end down using edge selection. That really didn’t work either. I got some distortion there as well. I tried just cutting off the lip by removing all the edges on the end cap and removing the edges for the lip and that made a real mess. At this point I had it so messed up that, since I had not yet saved it, I just closed the file and opened it back up and started over.

SGP_Logo_0930b

The end result, after fixing the lip.

When I started the file fresh I looked at it closer. Not that I hadn’t been looking at it all very closely. Still I figured out that the best way, at that  point was going to involve manipulating points. So I started by moving the outer edge points in and soon found that they ran up against the points for the cap segments so I had to move 2 or 3 points in at the same time. Then I had to adjust the points for the end cap so that everything laid out nicely. Remember, I will be creating UVs for this. I need good topology. I need my polygons to be fairly consistent, not oddly shaped or squished so that the UVs and the new texture don’t distort when I apply them.

I was really pleased with the end result. The edges are nice and smooth, and though you can’t see the wireframe here the polygons are nice and even and so I expect a nice result for the UVs.

At this point I have two more hopefully small things to add and then I will be on to creating the UV maps and then the texture.

 

 

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Posted in 3D Art, 3D Modeling, Suguay Logo | Tagged 3D art, 3d modeling, 3ds Max, cylinders, scaling, UVs | Comments Off on I Really Thought That Would Be Easier

An Answer to the Pencil Modeling Problem

Posted on September 29, 2014 by SusanG

As I might have stated, when I created the pencil end of the logo I chose to use a cylinder as the starting primitive. I left the smooth option selected but I chose to only create 6 sides since that is what my Dixon Ticonderoga has. I thought this would be the most efficient.

I was wrong.

I had to place the edge loops at the end that will meet the pen. I also had to add edge loops length wise to keep the angles crisp so the barrel stayed hexagonal looking. These edge loops for the sides where the issue. They didn’t behave as expected in the first place. And they didn’t make for a very nice looking object. For one, the very tip did not end up looking very symmetrical and while that might be fine for some things, my concern is what will happen with the UVs. So here is what the pointy tip looks like with the 6 sided cylinder when I got it done.

SGP_Logo_0928d

This is what would work better.

SGP_Logo_0928c

I decided I needed to try one of my other options for making this look the way I want. But, I didn’t want to lose the work I had done in case the next option was as bad or worse. I also didn’t want to move the actual object I had been working on because it was placed precisely where it needed to be. So I created a new layer and moved it to that layer and then froze the layer so I couldn’t change anything and turned of its visibility so it wasn’t in the way visually.

Next I created a new cylinder with the same 18 sides as the pen but for the cap, I gave it more segments. I wanted to try basically the same thing I had with the 6 sided cylinder but see if there was a difference if I used an 18 sided cylinder to start with since the original 6 sided cylinder ended up with 18 sides once I added the edgeloops. Since I was starting with a fresh new cylinder and knew I needed more cap segments I decided it was better to start with them. Once I got it created and converted to an editable poly I added the edge loops.I put one at each end and then another on the end cap near the pen so it didn’t round off too much. I used soft selection to select the center point on one end and then used the transform tool to move it along the one axis away from the body of the rest of the cylinder. By using the soft selection option I could pull the center point away and bring all the rest of the cap segments along but not the full distance, just the amount that they needed to, to make a smooth transition.

At that point I needed to make the sides of the pencil barrel. So I selected the edges between the last edge loops on each end and then moved those edges. I rotated the object for each edge that acted as the angle edge because it made it a little easier using the transform tool that way and moving on one axis at a time instead of free form move. Free form move can be good but for this I figured I would have a very difficult time getting it in the right place every time. By moving along one axis and then the other I could get more consistent results.

That worked nicely. I ended up with two artifacts from this. One on each end. They were like a lip. On the pointy end I ended up selecting the edges of the pointy part and using the transform tool to do a little scaling and move it a little away from the barrel. When I did this the lip went away and I got a really nice some transition from the point to the barrel. And when I look at the wireframe, it should work nicely with the UVs. For the other end, I haven’t addressed it yet. I am hoping it will make a nice transition for connecting it to the Pen.

SGP_Logo_0928b

This is the solid view of it without turbosmooth.

SGP_Logo_0926a

And with the turbosmooth applied it looks pretty good too.SGP_Logo_0928a

 

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Posted in 3D Art, 3D Modeling, Suguay Logo | Tagged 3D art, 3d modeling, edge loops, turbosmooth, UVs, wireframe | Comments Off on An Answer to the Pencil Modeling Problem
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