24. Click Unfold in the Automatic section of the Command Panel to lay the
selected area out flat, as in Figure 5.29.
124
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.27 Scale
the trigger selection
down to size and
move it next to the
grip’s faces.
Scale and move
Figure 5.28 Select
the curved notch in
the back side of the
grip.
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25. Rotate the RF-9 so you can see the front of the grip.
26. Repeat steps 23 and 24 for the notch in the front, just behind the trigger
(see Figure 5.30).
125
Mapping the RF-9
Figure 5.29 Click
the Unfold button
under Automatic in
the Command Panel
to group and flatten
the notch area.
Automatic: Unfold
Figure 5.30 Scale
and position the
curve selection, and
do the same for the
front of the grip.
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mapping from here on out involves the same
repetitive stuff, but you’ll get the hang of it in
no time.
Step 2: Unwrap
the Rear Hoop
It’s time to unfold the top hoop at the back of the barrel. Because this is one of
those goofy shapes that’s one solid piece, I’d like to keep the U-V map for it
together. The problem is, because DeepUV
doesn’t come with a torus-style unwrapping
technique, you’ll need to split the hoop
into two parts, flatten the sections, and then
re-attach them. Here’s how:
1. Pan and zoom over to the rear hoop.
2. Use any one of the selection tools to
select all points of the hoop (make
sure the Back Faces option is
checked), up to and including where
the hoop meets the barrel.
3. Using the Rotate tool, rotate around
the model, selecting/deselecting
points until you’re satisfied.
4. Click Cut in the Tools section of the
Command Panel, then drag the red
clump away from the rest at the top-
left corner of the texture map (see
Figure 5.32).
127
Mapping the RF-9
NOTE
In case you’re having trouble,
Automatic section. You should
end up with a side view of the
selection, as in Figure 5.33.
6. Select only one half of the hoop,
and cut it away from the other
half. To do so, start by right-
clicking on the RF-9 in the 3D
viewport, and selecting View,
Right (or whatever view will produce a perpendicular view to the hoop).
7. Pan and zoom over to the hoop.
8. Click the Rectangular Selection tool, and uncheck the Back Faces option at
the very top of the screen. This enables you to grab only those points that
are visible in the viewport.
9. Drag a rectangle around the entire hoop, thereby selecting one half of the
hoop (see Figure 5.34).
128
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.32 Select
all points of the rear
hoop, click Cut, and
drag the cluster to
the center of the tex-
ture map.
Cut hoop
from group
NOTE
When you map interactively, you per-
form the operation manually.The
great thing about interactive mapping
one half of the
hoop’s points.
Uncheck
Deselect
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13. The two halves of the hoop are the
U-Vs as viewed by DeepUV straight
on from the right, in a planar fash-
ion, but they are not relaxed—that
is, the halves are not taking on
their natural volumetric form as
they would in 3D space. To see
what I mean, with all points of only
one half selected, click Relax in the
Tools section of the Command
Panel. In a few seconds you’ll see
DeepUV gently relax the points so
they even out.
14. Repeat step 13 for the other half (see Figure 5.36).
15. Next, join the two halves to create a single, 2D map representing the hoop.
To begin, with the top half selected, choose Edit, Transform, Flip Horizontal.
This flips the back portion of the hoop, so it faces toward you.
16. Position both halves as I have in Figure 5.37. You want to join the outer
edges of both halves, because these represent the top of the hoop.
17. Use the Lasso tool to select the points at the joined edges of both halves.
130
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.35
Deselect any bogus
each half.These points
represent the top of the
hoop.
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19. Select the entire hoop in the texture map area, and once again click Relax.
This will relax all the points naturally, and you should end up with a nicely
unfolded hoop as shown in Figure 5.39.
20. That’s it for the hoop; scale it down and move it aside. (Just try to keep track
of where things are so you know what’s what when you arrange your texture
map at the end!)
132
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.38 Click Join
in the Tools section to join
the two halves together.
The Join button
Figure 5.39
Select all of the
hoop’s points and
click Relax.
The Relax button
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Step 3: Unwrap the Barrel
The barrel is the long shaft that connects the front muzzle to the grip and back
hoop. Normally, for a shape like this, you could use Interactive: Cylinder mapping
to quickly unwrap the thing, but I’d rather iso-
late and unfold the back and bottom first,
because they will get separate texture detail,
before unfolding the rest of the barrel.
the muzzle (remember, press and hold the Alt key as you click to deselect, or
press and hold the Shift key as you click to add to your selection). Be sure to
rotate the model around and zoom in close so you don’t miss anything.
6. When you’re satisfied with your barrel’s selection, click Cut to separate it
from the rest of the weapon.
7. Use the Move tool to drag the red clump that represents the barrel’s U-V
coordinates away from the small blue dot at the top-left of the texture map.
8. In the Right view, zoom in on the back of the barrel.
9. Using the Rectangular Selection tool, select the back end of the barrel.
10. Deselect any points of the grip or top hoop that you may have inadvertently
selected.
11. When satisfied with your back selection, click Cut (see Figure 5.41).
12. The back end can be planarly mapped, but the Automatic: Planar 1 and
Planar 2 options won’t know to project the planar mapping toward the rear
of the gun. For this reason, you’ll need to map the back end interactively. To
begin, expand the Interactive section and click the Plane button.
134
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.40 Select
all points of the bar-
rel in the Front view,
and then deselect the
points in the grip and
trigger group.
Deselect these
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13. You’ll see three gizmos float along the X, Y, and Z, axes of the gun; these
allow you to manually rotate the projection to your liking. Because the rear
face of the gun is along the Z axis, however, all you need to do is tell it to
look along that axis. To do so, click the Selection button under Centering in
the Command Panel.
14. Pull down the Align axis drop-down
need to experiment with other axes,
such as +Z, to get the same results.
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17. Click the Selection button under Centering to tell DeepUV to center its
analysis on the selection.
18. Pull down the Align axis drop-down list and select +Z to tell DeepUV to per-
form the cylindrical projection along the positive Z axis. You should end up
with a nicely unwrapped barrel, as in Figure 5.43.
19. The barrel has unwrapped itself wonderfully. Thinking ahead, however, I’d
like to texture this weapon such that both sides of the barrel are attached to
136
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.42 Apply
Interactive: Plane
mapping along the
positive Z axis to the
rear face of the RF-9.
The Plane
button
The Selection
button
Figure 5.43 Apply
Interactive: Cylinder
mapping along the
positive Z axis to the
rest of the barrel.
The Cylinder
button
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barrel is positioned
on the outside of the
barrel’s U-V map.
Click and drag
to reorient the
seams
TIP
If you’re scaling this stuff using
the Free Transform method,
make sure to hold down Ctrl
during the scaling.That way it
will scale proportionally without
distorting the mapping.
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Step 4: Unwrap the
Front Hoop and Hose
The front hoop and hose are just two bent cylinders, like the rear hoop; you can
isolate and unfold them in the same manner. (I’ll walk you through this one
quickly since you already know how to do it.)
1. Create a rectangular selection
around the top hoop (be sure the
Back Faces option is checked).
2. Deselect any bogus points not
belonging to the hoop.
3. Choose the Cut button in the
Command Panel’s Tools section.
4. Move the red dot away from the group at the upper-left of the texture map.
5. You’ll need a planar view of the hoop from the side; I clicked the Planar 2
button in the Automatic section of the Command Panel (see Figure 5.45).
6. There will be shared points that bridge both ends of the hoop; these belong
belonging to the top
of the muzzle.
Figure 5.47 Select
half of the hoop in a
perpendicular 3D
view, cut it away, and
relax it. Relax the
other side as well.
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13. Click Edit, Transform, Flip Vertically to flip one side of the hoop upside
down so you can get the edges to meet.
14. Using the Lasso tool, select the edge points of both sides, and click Join.
15. Select the entire hoop and click Relax (see Figure 5.48).
16. Repeat the steps in this section to unwrap the hose.
Step 5: Unwrap the Muzzle
The remaining, unmapped points all clumped together at the top-left of the tex-
ture map represent the muzzle. This is the most difficult portion of the RF-9 to
unwrap, because it’s awkwardly shaped and
has an inner area representing the plasma
chamber. After you’ve removed and
mapped the front portion, however, the
remaining part of the muzzle is somewhat
cylindrical, which dictates what type of map-
ping technique you’ll use.
1. Select the clump that represents the
muzzle, along with those stray points from the top of the muzzle.
2. Move the selection to the center of the texture map and click Join. This will
re-join all those stray points of the muzzle.
3. Click the Plane button in the Interactive section of the Command Panel.
4. Click Selection to center the mapping on the selection.
5.51). It won’t be necessary to relax this cone section, since it represents the
inside of the weapon and will get textured mostly with black color anyway.
13. Select the rest of the muzzle.
141
Mapping the RF-9
Figure 5.49
Select the remaining,
unmapped points of
the muzzle and
apply Interactive:
Plane mapping along
the X axis.
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14. Click the Cylinder button in the Interactive section of the Command Panel,
and center the mapping on the selection.
142
5.
U-V Mapping the RF-9 Plasma Gun with DeepUV
Figure 5.50
Select the front
points of the muzzle
and cut them away.
Then, choose
Automatic: Planar 1
to map the front face
flat.
Figure 5.51 Select
and cut away the
inner cone of the
muzzle, and apply an
projection so that the
seam is on the top of
the gun.
The Cylinder button
Drag to rotate seam
TIP
Of course, you should save your
work by clicking File, Save As,
and overwriting your previous
.rh3 file before you pack the
map into the texture-map area!
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