Create a UV Mesh Layer in Cinema 4D

May 2, 2013

The texture sloppily painted in Photoshop

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 is the standard, and a lot of texture artists prefer it. (more…)

The Razorback – Part 45: UV Mapping the Arm Base Pivot

April 30, 2013

UV Mapping the caps on the large arm

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 parts versus using one texture map per part.
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The Razorback – Part 44: UV Mapping The Large Arm Base

April 14, 2013

Overview showing most of the arms UV mapped

More UV mapping for the Razorback’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.

If you’re interested in UV mapping, then be sure to check out my three part UV mapping series.

  1. UV Mapping Series – Part 1 - Intro and basics
  2. UV Mapping Series – Part 2 - Mapping a basic object
  3. UV Mapping Series – Part 3 - Mapping some cheesy text

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UV Mapping Series – Part 3

April 9, 2013

The experimental piece this tutorial was based on

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.

The video below is essentially a re-creation of the technique involved in creating the cheesy text.

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UV Mapping Series – Part 2

April 7, 2013

Mapping the top of the object with a flat projection

Part two of the UV Mapping series focuses on a practical example of how you would map an irregular object. There’s a bit of discussion about where it’s OK for seams to appear, and why it’s important to keep distortion under control. Of course, we touch on the topic of reducing distortion by creating cuts, moving seams, and breaking apart Islands or Shells.
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