3Ds Max – Perfect UVs by Pelt Mapping Part 1

UVs is the key to using one cup to 3Ds software. Actually, there is no it, and you can’t finish a very good UV set. Many important functions that concept and Texturing seemed to be direct dislocations depended on map-making of UVW of the object. Thus I decided it in showing a method to make UVs with the qualification in 3ds max to you.

The UVWUnwrap converter has a function named the mapping of Pelt and it is a perfect tool to make UVs for an object. In the case of most, I think that you need other nothing for mapping an object with respect. The map-making method of Pelt gives enough ability to make most of the map-making work even without collection of knitting by hand UVs to you. It functions for an organic and inorganic object well.

Primarily if your mesh was made with the face of all quadrangles, and I am better and you mean that I don’t have unnecessary vertices or such a case and cleaning is delicious and should be correct. When you corrected mesh, thus you are ready for the next step. Thus I clear the spot of your object and choose your object, and and I steer it and please apply an UVWUnwrap modifier to a list of Modify panel / converters from a list. It can pull up mesh with those seams in it that a fur function needs that you define a seam of Pelt on your mesh. Thus it is very important that you put your seam carefully. When it was shown a seam with a fig like that, I showed mesh to a head with my case and I defined it. A 01& fig. 02.

Perfect-UVs-01 Perfect-UVs-02

Do you notice on the blue line showing the seam of the fur? To define an edge to nail it over the seam which you can choose; the desirable edge in the object level of the submarine of the UVWUnwrap modifier and the edge which development clicks in a map parameter next [border Sel to a seam]. You can adjust the seam of the fur fast in the same way by using [you please edit a seam] and [you please show the seam of the point] the option. The chosen local border will become the seam of the fur automatically if you choose the part of some faces or mesh and the click.

And you define a seam and untie a converter and a parcel of a selected part or your all mesh when then I go for the object level of the submarine of the face of UVW and please hit the Pelt button. When and the window which you click should do so existing, please show such something immediately (a fig. 03).

Perfect-UVs-03

Outwardly the circle around mesh called [a stretcher] will pull up mesh. The line relates a point of the yen to a point of the mesh of the seam.

At the window of the Pelt map dialogue, you can increase 4 that the number of the spinners which will increase that I pull it at all brings under the section of Springs by the Pelt option first public exhibition. But please confirm that [I cover an opening edge with a lock] is checked. I choose the whole mesh by checking check box [a selected element] and please reduce it to little size. This will give more space acting on a stretcher. Then [a start fur] let and I click a button and a stretcher do the work. It will flatten mesh and it wants to go towards this with my case (a fig. 04)

Perfect-UVs-04

It is something like the ghost! OK, applying click operation now [please promise]. At a window of editing UVWs, please steer it in tool >Relax. And you click the right button of the mere rectangle next to a Relax option from a menu in the same way and please take out the Relax tool dialogue window which I can choose (a fig.) 05).

Perfect-UVs-05

It is the best option which you should use from selected drop-down menu [relaxed by the angle of the face] if I wish you get a right result. [repeatedly] and [quantity] marking up the price do it, and an effect will raise that pull this if do so it. Stretch values stay with a low number better. Can let and I click [a start relaxes] and it function now. When you feel that it was over, click stopping Relax. Please put your mesh in the blue rectangle that and a mode chooses the whole mesh in a selection and divides choice to move with a balance and a reducing tool next [a selected element] and checks it and is gloomy (a fig.) 06).

Perfect-UVs-06