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Texturing the Pen

Posted on October 15, 2014 by SusanG

Even though there are more components to the UVs for the Pen creating the texture turned out to be relatively easy.Capture_Pen_UV_edit_b

So as a refresher, here is what my UVs for the Pen look like.

 

I took this into Photoshop and first I selected everything and inverted it, because, as you might recall, 3ds Max happily renders the UV layout as white on black. Not my favorite.

Then I created another layer to work on. At first I was just going to paint on it like I did with the pencil texture. But, I’m not as
carefully skilled at handling my pen and tablet as I am with pen and paper and the components are very close. I was concerned that I would have a lot of coloring outside the lines and running into the other sections. So, my solution was to select everything on the
background layer using the magic wand tool and then create a new layer from that. Then I could select the individual shapes and mask them so that I was only coloring inside them and not outside the lines.The added beneifit of this was that it made it easy to fill each
component with a base color and just add any extra detailing on top of that.

Since I was able to base fill each item it cut down on the time it took for me to lay down a reasonable texture. As before the tricky part was the text. Once again, I put the text on it’s own layer so it was easier to deal with. This time though I had to flip it both
horizontally and vertically. Which I didn’t discover until I got it applied to my Pen in 3ds Max. In addition to the additional flip, I adjusted the location of the text a little in the vertical and more in the horizontal. This helped to balance out and space the text
nicely.

Pen_uv_1014_color_a

Pen_uv_1014_color_c

 

Bringing the texture back into 3ds Max was the same process I did for the pencil. I used the Pen selection set and applied a standard material to it. Then I inserted a bitmap item into the diffuse slot and selected my texture image to apply.

Here’s how the Pen turned out.

SGP_Logo_1014f

 

I may still do a few things here and there in 3ds Max to create the render I want to use for the website. For now though, this project is done.

 

 

And here is the complete view of the newly modeled and textured logo.SGP_Logo_1014d

 

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Posted in 3D Art, 3D Modeling, Suguay Logo | Tagged 3D art, 3d modeling, 3ds Max, Photoshop, rendering, texture, UVs | Comments Off on Texturing the Pen

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
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