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<channel>
	<title>jamie3d.com</title>
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	<link>http://jamie3d.com</link>
	<description>3d/web</description>
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		<title>The Razorback &#8211; Part 48: Mirroring the Right Arm and Texturing the Rotor</title>
		<link>http://jamie3d.com/the-razorback-part-48-mirroring-the-right-arm-and-texturing-the-rotor</link>
		<comments>http://jamie3d.com/the-razorback-part-48-mirroring-the-right-arm-and-texturing-the-rotor#comments</comments>
		<pubDate>Tue, 18 Jun 2013 02:40:39 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[long video]]></category>
		<category><![CDATA[razorback]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[uv mapping]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52339</guid>
		<description><![CDATA[<a href="http://jamie3d.com/the-razorback-part-48-mirroring-the-right-arm-and-texturing-the-rotor"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/06/048-mirroring-the-right-arm-and-texturing-the-rotor-Time-0_12_1108-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Painting the front rotors with a gradient" /></a>In part 48, we take a look at mirroring our UV map work, and duplicating one of the texture maps for the arms. We then move on to a more procedural method of texturing the front brake rotors.]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/the-razorback-part-48-mirroring-the-right-arm-and-texturing-the-rotor"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/06/048-mirroring-the-right-arm-and-texturing-the-rotor-Time-0_12_1108-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Painting the front rotors with a gradient" /></a><p>In part 48, we take a look at mirroring our UV map work, and duplicating one of the texture maps for the arms. We then move on to a more procedural method of texturing the front brake rotors.</p>

<a href='http://jamie3d.com/the-razorback-part-48-mirroring-the-right-arm-and-texturing-the-rotor/048-mirroring-the-right-arm-and-texturing-the-rotor-time-0_05_1427' title='Applying a different texture to the left arm'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/06/048-mirroring-the-right-arm-and-texturing-the-rotor-Time-0_05_1427-128x128.jpg" class="attachment-thumbnail" alt="Applying a different texture to the left arm" /></a>
<a href='http://jamie3d.com/the-razorback-part-48-mirroring-the-right-arm-and-texturing-the-rotor/048-mirroring-the-right-arm-and-texturing-the-rotor-time-0_12_1108' title='Painting the front rotors with a gradient'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/06/048-mirroring-the-right-arm-and-texturing-the-rotor-Time-0_12_1108-128x128.jpg" class="attachment-thumbnail" alt="Painting the front rotors with a gradient" /></a>

<p><span id="more-52339"></span></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/gFIBOIYgj8w?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
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		</item>
		<item>
		<title>Custom Keyboard Shortcuts in Cinema 4D</title>
		<link>http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d</link>
		<comments>http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d#comments</comments>
		<pubDate>Sat, 08 Jun 2013 19:48:51 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Five Minute Tips]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[cinema 4d]]></category>
		<category><![CDATA[keyboard shortcuts]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52322</guid>
		<description><![CDATA[<a href="http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/06/Custom-Keyboard-Shortcuts-in-Cinema-4D-Time-0_02_0525-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Custom Keyboard Shortcuts in Cinema 4D" /></a>Cinema 4D (like many other modern 3D packages) has the ability to assign custom keyboard shortcuts. I typically assign a few groups of custom keyboard shortcuts for things like selection tools and painting tools. In the video below, we take a look at how you can assign your own shortcuts.]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/06/Custom-Keyboard-Shortcuts-in-Cinema-4D-Time-0_02_0525-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Custom Keyboard Shortcuts in Cinema 4D" /></a><p>Cinema 4D (like many other modern 3D packages) has the ability to assign custom keyboard shortcuts. I typically assign a few groups of custom keyboard shortcuts for things like selection tools and painting tools.</p>

<a href='http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d/custom-shortcut-menu' title='Custom shortcut menu'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/06/custom-shortcut-menu-128x128.png" class="attachment-thumbnail" alt="Custom shortcut menu" /></a>
<a href='http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d/command-pallete' title='Command palette'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/06/command-pallete-128x128.png" class="attachment-thumbnail" alt="Command palette" /></a>
<a href='http://jamie3d.com/custom-keyboard-shortcuts-in-cinema-4d/custom-keyboard-shortcuts-in-cinema-4d-time-0_02_0525' title='Custom Keyboard Shortcuts in Cinema 4D'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/06/Custom-Keyboard-Shortcuts-in-Cinema-4D-Time-0_02_0525-128x128.jpg" class="attachment-thumbnail" alt="Custom Keyboard Shortcuts in Cinema 4D" /></a>

<p>In the video below, we take a look at how you can assign your own shortcuts.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/QRK7d_1ZxxQ?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Razorback &#8211; Part 47: Painting the Mapped Arm</title>
		<link>http://jamie3d.com/the-razorback-part-47-painting-the-mapped-arm</link>
		<comments>http://jamie3d.com/the-razorback-part-47-painting-the-mapped-arm#comments</comments>
		<pubDate>Mon, 27 May 2013 13:46:00 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[long video]]></category>
		<category><![CDATA[razorback]]></category>
		<category><![CDATA[uv mapping]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52317</guid>
		<description><![CDATA[<a href="http://jamie3d.com/the-razorback-part-47-painting-the-mapped-arm"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/047-painting-the-mapped-arm-Time-0_15_0307-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Painting the UV Mapped Arm" /></a>This part of the Razorback series focuses on painting the fully UV mapped arm. It&#8217;s a simple video, but hopefully, there will be more interesting parts in the near future.]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/the-razorback-part-47-painting-the-mapped-arm"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/047-painting-the-mapped-arm-Time-0_15_0307-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Painting the UV Mapped Arm" /></a><p>This part of the Razorback series focuses on painting the fully UV mapped arm. It&#8217;s a simple video, but hopefully, there will be more interesting parts in the near future.</p>
<p><span id="more-52317"></span></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/TCDaifMFJuY?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
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		</item>
		<item>
		<title>An Introduction to Hugin &#8211; My Favorite Photo Stitching Tool</title>
		<link>http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool</link>
		<comments>http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool#comments</comments>
		<pubDate>Wed, 15 May 2013 06:33:02 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[hugin]]></category>
		<category><![CDATA[panorama]]></category>
		<category><![CDATA[stitching]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52283</guid>
		<description><![CDATA[<a href="http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/desert_bar_3-272deg-small-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Desert Bar" /></a>Here&#8217;s a post that is a bit different for this blog. I don&#8217;t typically post about photography, but in this case it&#8217;s more about image manipulation. Photography is one of my hobbies, and especially panoramic photography. Some of the image straightening techniques explored here can also be used to prepare textures for use in 3D, [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/desert_bar_3-272deg-small-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Desert Bar" /></a><p><img class="alignnone size-large wp-image-52305" alt="Desert Bar" src="http://jamie3d.com/wp-content/uploads/2013/05/desert_bar_3-272deg-small-1024x328.jpg" width="1024" height="328" /></p>
<p>Here&#8217;s a post that is a bit different for this blog. I don&#8217;t typically post about photography, but in this case it&#8217;s more about image manipulation. <a title="My 500px Portfolio" href="http://500px.com/jamie3d" target="_blank">Photography is one of my hobbies</a>, and <a title="Some of my Panoramic and Ultra Wide-Angle photos" href="http://500px.com/jamie3d/sets/ultra_wide_angle_panoramas" target="_blank">especially panoramic</a> photography. Some of the image straightening techniques explored here can also be used to prepare textures for use in 3D, so it&#8217;s still relatively relevant to this blog.</p>
<h3>Introduction</h3>
<p>I&#8217;ve been using a tool called <a href="http://hugin.sourceforge.net/" target="_blank">Hugin</a> (I believe it&#8217;s pronounced <em><strong>hyoo</strong>-gin</em>) since 2007 when I shot one of my first panoramas; the USS Midway here in San Diego. Since capturing that shot, and being amazed at the power of Hugin&#8217;s toolchain (more on that later) I&#8217;ve used its basic features and the built in wizard to stitch the occasional set of photos. More recently I purchased <a title="Rokinon FE75MFT-B 7.5mm F3.5 UMC Fisheye Lens for Micro Four Thirds" href="http://amzn.com/B005TOU804" target="_blank">a fisheye lens</a> for my Micro Four Thirds camera and discovered a whole new set of features that Hugin has to offer.</p>
<p><strong>Before moving on, it&#8217;s important to note that Hugin is free, open-source software built by a team of wonderful folks who have created quite possibly; the best panorama stitching and manipulation tool out there. In addition, almost everything I&#8217;ve learned about Hugin is documented in the built-in help or <a href="http://hugin.sourceforge.net/tutorials/index.shtml" target="_blank">the tutorial page on Hugin&#8217;s site</a>. Many of the demos and features I&#8217;m going to explore were inspired by the tutorials on the aforementioned page.</strong></p>
<h3>The Goal of These Videos</h3>
<p>This post is a rather long one, and contains a lot of video. My goal is to get you to the point where you can <a href="http://hugin.sourceforge.net/download/" target="_blank">download and install Hugin</a>, stitch your first panorama (I&#8217;ve provided some images), and see a few of Hugin&#8217;s pixel-bending abilities when it&#8217;s used on fisheye photos. If after seeing how easy it can be to stitch photos in Hugin you don&#8217;t feel to go out and shoot a collection of photos and try it yourself, then I may have failed.</p>
<h3>Overview and Stitching 3 Photos</h3>
<p>This first video is an overview of the Hugin user interface, and an example of how to use the alignment and stitching wizard. We start off by stitching three photos of a city street corner, taken with my 20mm (40mm equivalent) lens and Hugin basically does everything for us. Once it&#8217;s done, I do my best to explain what Hugin actually did when it ran all of those command-line programs automatically for us.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/bGF4d_jX8K0?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Here are the source images for this three image stitch: <a href="http://jamie3d.com/wp-content/uploads/2013/05/east-village-panorama.zip">East Village Panorama Images</a></p>
<h3>De-Fishing an Image and Straightening a Pattern</h3>
<p>The second video handles a less well known use of Hugin, and it involves loading a single image and distorting it. Hugin has an amazing model for handling lens distortions and can make a fisheye image straight again, or a series of images appear to have originated from a fisheye or ultra wide-angle lens. In addition, we will also look at straightening an image that appears to be straight, but is not.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/cRTVikjF4M0?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Here are the source images for the brick wall exercise: <a href="http://jamie3d.com/wp-content/uploads/2013/05/brick-wall-images.zip">Brick Wall Images</a>. You can also try straightening <a href="http://jamie3d.com/wp-content/uploads/2013/05/fisheye-house.zip">this house</a> using the horizontal and vertical lines technique that we used on the brick wall.</p>
<h3>De-Fishing an Image With Different Projections</h3>
<p>Hugin can help you straighten and De-Fish images, but in doing so it also allows you to apply different projections to your images. While this feature is likely in existence for panorama mapping, it can create some very cool looking images if used correctly.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/x51lsTAx2oc?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Here is the source image for this exercise (and a bonus image): <a href="http://jamie3d.com/wp-content/uploads/2013/05/mural-fisheye.zip">Mural Fisheye</a></p>
<p>Here are some of the different projections from the last exercise, and the panorama of <em>The Desert Bar</em> in Arizona (created with Hugin).</p>

<a href='http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool/p5104446' title='Original Fisheye Projection'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/P5104446-128x128.jpg" class="attachment-thumbnail" alt="Original Fisheye Projection" /></a>
<a href='http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool/rectilinear' title='Rectilinear Projection'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/rectilinear-128x128.jpg" class="attachment-thumbnail" alt="Rectilinear Projection" /></a>
<a href='http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool/cylindrical' title='Cylindrical Projection'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/cylindrical-128x128.jpg" class="attachment-thumbnail" alt="Cylindrical Projection" /></a>
<a href='http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool/architectural' title='Architectural Projection'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/architectural-128x128.jpg" class="attachment-thumbnail" alt="Architectural Projection" /></a>
<a href='http://jamie3d.com/an-introduction-to-hugin-my-favorite-photo-stitching-tool/desert_bar_3-272deg-small' title='Desert Bar'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/desert_bar_3-272deg-small-128x128.jpg" class="attachment-thumbnail" alt="Desert Bar" /></a>

<p>I plan to create more Hugin tutorials, and I have some challenging ideas lined up. One of my ideas is based on <a href="http://hugin.sourceforge.net/tutorials/Mosaic-mode/en.shtml" target="_blank">this Hugin tutorial</a>, and I&#8217;ve written <a href="http://500px.com/jamie3d/stories/88363" target="_blank">a story about it on 500px</a>. I&#8217;m looking forward to the response from this post, and if you have any feedback for me then please leave a comment and let me know.</p>
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		<item>
		<title>Light Clipping in Cinema 4D</title>
		<link>http://jamie3d.com/light-clipping-in-cinema-4d</link>
		<comments>http://jamie3d.com/light-clipping-in-cinema-4d#comments</comments>
		<pubDate>Thu, 09 May 2013 23:16:58 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Five Minute Tips]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[cinema 4d]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52251</guid>
		<description><![CDATA[<a href="http://jamie3d.com/light-clipping-in-cinema-4d"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/light-clipping-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="A light&#039;s Near Clip setting enabled - Editor View" /></a>The Near Clip and Far Clip features in Cinema 4D are pretty useful, but they can be slightly tricky to understand. In the images below, you can see an example of how near clipping will influence a light&#8217;s illumination, but in the video we take a look at how it can also influence its shadow. [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/light-clipping-in-cinema-4d"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/light-clipping-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="A light&#039;s Near Clip setting enabled - Editor View" /></a><p>The Near Clip and Far Clip features in Cinema 4D are pretty useful, but they can be slightly tricky to understand. In the images below, you can see an example of how near clipping will influence a light&#8217;s illumination, but in the video we take a look at how it can also influence its shadow.<span id="more-52251"></span></p>

<a href='http://jamie3d.com/light-clipping-in-cinema-4d/light-clipping' title='A light&#039;s Near Clip setting enabled - Editor View'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/light-clipping-128x128.jpg" class="attachment-thumbnail" alt="A light&#039;s Near Clip setting enabled - Editor View" /></a>
<a href='http://jamie3d.com/light-clipping-in-cinema-4d/near-and-far-clip-settings' title='Near and Far Clip settings'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/near-and-far-clip-settings-128x128.jpg" class="attachment-thumbnail" alt="Near and Far Clip settings" /></a>
<a href='http://jamie3d.com/light-clipping-in-cinema-4d/light-clipping-rendered' title='A light&#039;s Near Clip setting enabled - Rendered View'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/light-clipping-rendered-128x128.jpg" class="attachment-thumbnail" alt="A light&#039;s Near Clip setting enabled - Rendered View" /></a>

<p>Light clipping can cause a light&#8217;s influence to be delayed or prematurely ended <em>(in space, not time)</em>. For instance, the blue lines in the screenshots represent the light&#8217;s &#8220;Near Clip&#8221; setting. Notice that in the rendered image, the light&#8217;s influence does not start until the clipping zone.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/gOLPYiDvaAk?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
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		<title>The Razorback &#8211; Part 46: Combining The UV Maps Into One Texture Space</title>
		<link>http://jamie3d.com/the-razorback-part-46-combining-the-uv-maps-into-one-texture-space</link>
		<comments>http://jamie3d.com/the-razorback-part-46-combining-the-uv-maps-into-one-texture-space#comments</comments>
		<pubDate>Tue, 07 May 2013 13:00:19 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[long video]]></category>
		<category><![CDATA[razorback]]></category>
		<category><![CDATA[uv mapping]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52272</guid>
		<description><![CDATA[<a href="http://jamie3d.com/the-razorback-part-46-combining-the-uv-maps-into-one-texture-space"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/046-combining-the-uv-maps-into-one-texture-space-Time-0_15_1900-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Isolating the UV meshes on one large texture space" /></a>This episode takes a quick look at the concepts involved in joining geometry for the simplification of UV texture files. Typically, when a UV mapped object is textured, we use one texture map per object (or contiguous mesh). This works well for characters and weapons, but for something like the robotic arms, there may be [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/the-razorback-part-46-combining-the-uv-maps-into-one-texture-space"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/046-combining-the-uv-maps-into-one-texture-space-Time-0_15_1900-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Isolating the UV meshes on one large texture space" /></a><p>This episode takes a quick look at the concepts involved in joining geometry for the simplification of UV texture files.<br />
<span id="more-52272"></span></p>
<p>Typically, when a UV mapped object is textured, we use one texture map per object (or contiguous mesh). This works well for characters and weapons, but for something like the robotic arms, there may be a better way.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/UTqKwdYzVNw?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<title>Create a UV Mesh Layer in Cinema 4D</title>
		<link>http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d</link>
		<comments>http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d#comments</comments>
		<pubDate>Fri, 03 May 2013 03:22:40 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Five Minute Tips]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[BodyPaint]]></category>
		<category><![CDATA[cinema 4d]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[uv mapping]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52245</guid>
		<description><![CDATA[<a href="http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/Create-a-UV-Mesh-Layer-in-Cinema-4D-Time-0_05_3426-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="The texture sloppily painted in Photoshop" /></a>This tip takes a quick look at one of my favorite Cinema 4D texturing features; the Create UV Mesh command. Creating a UV mesh layer is primarily useful for taking your UV mapped object into another painting package for additional texturing work. BodyPaint 3D provides a comprehensive toolset for painting and editing textures, but Photoshop [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/05/Create-a-UV-Mesh-Layer-in-Cinema-4D-Time-0_05_3426-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="The texture sloppily painted in Photoshop" /></a><p>This tip takes a quick look at one of my favorite Cinema 4D texturing features; the <em>Create UV Mesh</em> command. Creating a UV mesh layer is primarily useful for taking your UV mapped object into another painting package for additional texturing work. BodyPaint 3D provides a comprehensive toolset for painting and editing textures, but Photoshop is the standard, and a lot of texture artists prefer it.<span id="more-52245"></span></p>

<a href='http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d/create-a-uv-mesh-layer-in-cinema-4d-time-0_05_3426' title='The texture sloppily painted in Photoshop'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/Create-a-UV-Mesh-Layer-in-Cinema-4D-Time-0_05_3426-128x128.jpg" class="attachment-thumbnail" alt="The texture sloppily painted in Photoshop" /></a>
<a href='http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d/create-a-uv-mesh-layer-in-cinema-4d-time-0_02_1616' title='The UV mesh in Cinema 4D'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/Create-a-UV-Mesh-Layer-in-Cinema-4D-Time-0_02_1616-128x128.jpg" class="attachment-thumbnail" alt="The UV mesh in Cinema 4D" /></a>
<a href='http://jamie3d.com/create-a-uv-mesh-layer-in-cinema-4d/create-a-uv-mesh-layer-in-cinema-4d-time-0_04_1422' title='Our saved Photoshop format texture file'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/05/Create-a-UV-Mesh-Layer-in-Cinema-4D-Time-0_04_1422-128x128.jpg" class="attachment-thumbnail" alt="Our saved Photoshop format texture file" /></a>

<p>Check out the video below for the technique.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/EGLM4U4EFKk?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<item>
		<title>The Razorback &#8211; Part 45: UV Mapping the Arm Base Pivot</title>
		<link>http://jamie3d.com/the-razorback-part-45-uv-mapping-the-arm-base-pivot</link>
		<comments>http://jamie3d.com/the-razorback-part-45-uv-mapping-the-arm-base-pivot#comments</comments>
		<pubDate>Wed, 01 May 2013 02:31:05 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[long video]]></category>
		<category><![CDATA[razorback]]></category>
		<category><![CDATA[uv mapping]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52241</guid>
		<description><![CDATA[<a href="http://jamie3d.com/the-razorback-part-45-uv-mapping-the-arm-base-pivot"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/04/045-uv-mapping-the-arm-base-pivot-Time-0_11_3002-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="UV Mapping the caps on the large arm" /></a>In this part of the Razorback Screencast, we take a look at the last component that is considered a part of the arm, and we tackle the UV mapping of this part. In addition to UV mapping the aforementioned component, we briefly talk about the difference between using one texture map for all of the [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/the-razorback-part-45-uv-mapping-the-arm-base-pivot"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/04/045-uv-mapping-the-arm-base-pivot-Time-0_11_3002-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="UV Mapping the caps on the large arm" /></a><p>In this part of the <a href="/razorback">Razorback Screencast</a>,  we take a look at the last component that is considered a part of the arm, and we tackle the UV mapping of this part. In addition to UV mapping the aforementioned component, we briefly talk about the difference between using one texture map for all of the parts versus using one texture map per part.<br />
<span id="more-52241"></span></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/v4zELsG4twU?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>The Razorback &#8211; Part 44: UV Mapping The Large Arm Base</title>
		<link>http://jamie3d.com/the-razorback-part-44-uv-mapping-the-large-arm-base</link>
		<comments>http://jamie3d.com/the-razorback-part-44-uv-mapping-the-large-arm-base#comments</comments>
		<pubDate>Mon, 15 Apr 2013 03:58:33 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[How-to]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[long video]]></category>
		<category><![CDATA[razorback]]></category>
		<category><![CDATA[uv mapping]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52231</guid>
		<description><![CDATA[<a href="http://jamie3d.com/the-razorback-part-44-uv-mapping-the-large-arm-base"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/04/044-uv-mapping-the-large-arm-base-Time-0_28_3125-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Overview showing most of the arms UV mapped" /></a>More UV mapping for the Razorback&#8217;s robotic arms. This time we focus on the base of the arms (an arguably complex shape) and we see how easy it can be to map an object that has some crazy angles. Later on in the video, we even move a UV seam so it appears in a [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/the-razorback-part-44-uv-mapping-the-large-arm-base"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/04/044-uv-mapping-the-large-arm-base-Time-0_28_3125-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="Overview showing most of the arms UV mapped" /></a><p>More UV mapping for the Razorback&#8217;s robotic arms. This time we focus on the base of the arms (an arguably complex shape) and we see how easy it can be to map an object that has some crazy angles. Later on in the video, we even move a UV seam so it appears in a more out of the way region.</p>
<p>If you&#8217;re interested in UV mapping, then be sure to check out my three part UV mapping series.</p>
<ol>
<li><a title="UV Mapping Series – Part 1" href="http://jamie3d.com/uv-mapping-series-part-1">UV Mapping Series – Part 1</a> - Intro and basics</li>
<li><a title="UV Mapping Series – Part 2" href="http://jamie3d.com/uv-mapping-series-part-2">UV Mapping Series – Part 2</a> - Mapping a basic object</li>
<li><a title="UV Mapping Series – Part 3" href="http://jamie3d.com/uv-mapping-series-part-3">UV Mapping Series – Part 3</a> - Mapping some cheesy text</li>
</ol>
<p><span id="more-52231"></span></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/0CUp2DKyVbI?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>UV Mapping Series &#8211; Part 3</title>
		<link>http://jamie3d.com/uv-mapping-series-part-3</link>
		<comments>http://jamie3d.com/uv-mapping-series-part-3#comments</comments>
		<pubDate>Wed, 10 Apr 2013 01:23:39 +0000</pubDate>
		<dc:creator>Jamie Hamel-Smith</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Screencasts]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[uv mapping]]></category>

		<guid isPermaLink="false">http://jamie3d.com/?p=52200</guid>
		<description><![CDATA[<a href="http://jamie3d.com/uv-mapping-series-part-3"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_00_0000-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="The experimental piece this tutorial was based on" /></a>In this final part of the UV mapping series, we take a look at a special request from one of my viewers. He pointed me to some 3D artwork that involved stylized text as cheese. The context of his question was UV mapping. I decided to see how close I could get to the effect [...]]]></description>
				<content:encoded><![CDATA[<a href="http://jamie3d.com/uv-mapping-series-part-3"><img width="600" height="200" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_00_0000-600x200.jpg" class="attachment-post-thumbnail wp-post-image" alt="The experimental piece this tutorial was based on" /></a><p>In this final part of the UV mapping series, we take a look at a special request from one of my viewers. He pointed me to some 3D artwork that involved stylized text as cheese. The context of his question was UV mapping. I decided to see how close I could get to the effect while applying UV mapping as a primary technique.</p>
<p>The video below is essentially a re-creation of the technique involved in creating the cheesy text.</p>

<a href='http://jamie3d.com/uv-mapping-series-part-3/uv-mapping-part-3-time-0_00_0000' title='The experimental piece this tutorial was based on'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_00_0000-128x128.jpg" class="attachment-thumbnail" alt="The experimental piece this tutorial was based on" /></a>
<a href='http://jamie3d.com/uv-mapping-series-part-3/uv-mapping-part-3-time-0_02_2606' title='Showing the wrap-around texture on the fillet'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_02_2606-128x128.jpg" class="attachment-thumbnail" alt="Showing the wrap-around texture on the fillet" /></a>
<a href='http://jamie3d.com/uv-mapping-series-part-3/uv-mapping-part-3-time-0_08_4514' title='The default type of UV mapping you get with text objects'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_08_4514-128x128.jpg" class="attachment-thumbnail" alt="The default type of UV mapping you get with text objects" /></a>
<a href='http://jamie3d.com/uv-mapping-series-part-3/uv-mapping-part-3-time-0_13_4924' title='Isolating the center polygons before unwrapping'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_13_4924-128x128.jpg" class="attachment-thumbnail" alt="Isolating the center polygons before unwrapping" /></a>
<a href='http://jamie3d.com/uv-mapping-series-part-3/uv-mapping-part-3-time-0_17_2904' title='The letters Y, u, m, after being unwrapped'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_17_2904-128x128.jpg" class="attachment-thumbnail" alt="The letters Y, u, m, after being unwrapped" /></a>
<a href='http://jamie3d.com/uv-mapping-series-part-3/uv-mapping-part-3-time-0_24_0318' title='The final cheese textured text'><img width="128" height="128" src="http://jamie3d.com/wp-content/uploads/2013/04/UV-Mapping-Part-3-Time-0_24_0318-128x128.jpg" class="attachment-thumbnail" alt="The final cheese textured text" /></a>

<p><span id="more-52200"></span></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/lcBMW0tEa5U?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
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