This is part three of my Knotted Net tutorial for 3ds max. In the previous parts we created a knot and expanded it to a piece of net. Check out the previous tutorials:
http://www.infobarrel.com/How_to_Model_a_Knot_in_3ds_MAX
http://www.infobarrel.com/Knotted_net_tutorial_for_3ds_max_-_part_two
(You can get all files of this tutorial for free - scroll down to the end of the article to find out how)
Things You Will Need
3ds max or another 3d authoring software
Step 1 Select our knot and check the Enable in Viewport option. At
this point you should decide what level of smoothness you need by
setting the Steps value in the Interpolation rollout -ÂÂÂÂ I believe
something between 1 and 4 should work well.
We don't need the Spline object
anymore, so we'll turn it into polygons. Select the net object,
right-click somewhere in the viewport and from the menu that pops up
do Convert To: Convert to Editable Poly.
Step 2 Here we'll apply the detail normal map
to the net. If you decide to create your own detail map make sure it
tiles nicely. I am not going to go into that in this tutorial.
Feel free to use this image as your detail map
http://www.infobarrel.com/media/image/4261.png
Ok, open up the material editor
(M-key), pick any one of the materials there and scroll down to the
Maps-rollout. Increase the value in the field next to Bump to 100 and
then click on the button which says "None" next to it and select
Normal Bump. Again click the "None" button next to Normal and
chose Bitmap. Browse to your normal map and open it. Click on the
Assign Material to Selection button and then the checkered cube
button to see the texture in viewport. It should be
stretched.....badly :)
Step 3 Now in the Modify panel apply Unwrap
UVW-Modifier
Step 4 This is where the "fun" begins. :)
Click the big "Edit..." button. All Uvs are jammed in the little
UV-square. The good news is that because we used a spline to create
the cords of the net, Uvs are actually very clean. We only need
to stretch them to allow the texture to tile on the mesh. In my case
the Uvs need to be stretched vertically but I guess depending on how
you built your model you might have to stretch them horizontally
instead. There is no good way to explain this step by step. I'd
suggest selecting the separate cords of the net and moving them
to the side in UV space and then working on each one individually
paying special attention to the uvs of the knots. Once you understand
what you're doing you should be able to fix the uvs in 10 minutes or
so. Good luck!
Step 5 In the image you can see what my UVs
look like :) LOL - matrix reloaded.
Step 6 I hope you were able to complete this tutorial. If not, please leave a comment and let me know where you are having difficulties.
You can get all files of the tutorial for free (you will have to register to
turbosquid though. Sorry, wish there was a way around this :) )
http://www.turbosquid.com/FullPreview/Index.cfm/ID/485238?referral=toshirou
Alright, go to the next part:
(url to be added)