Mapping of the Sword We will begin this section by texturing the sword. Before we launch into making the UV co-ordinates though it is necesa materials we are going apply are made up. For example here will have a single texture sheet but various other metal materials will be applied to differIn the same way as the modelling we will work with the LPM and let the meshsmooth worry about the high poly versio polygons to set UV maps for. In Max 4 polygons This enabl Apply a urn the edit me and select The object Note tha meshsmoot a
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We will begin this section by texturing the sword. Before we launch into making the UV co-ordinates though it imaterials we are going apply are made up.
For example here will have a single texture sheet but various other metal materials will be applied
In the same way as the modelling we will work with the LPM and let the meshsmooth worry about the high popolygons to set UV maps for.
To assign this material to the sword, select when done and drag and drop the material slot on the object.
It may be that some faces of the object have a ID material different from 1, in this case, to clean the ID,select all model in Element mode, enter value 1 in material ID (Surface Properties roll out).
If we leave things like that, allhave no problems but we was
space on the board.
We will split the Blade into two sets of UV and thus will be able to increase its definition on final texture.Select the points top and click on the Break Selected Vertices icon.
Then move the selected points.All the points of the selection are no longer welded anymore, for the remainder it is enough to Weld Selected w
corresponding icon (regulate the threshold with 0.001 in Unwrap Options).