More Tutorials
by Chris Tyler: Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Misc
8.0 Specific
by Chris Tyler: Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Misc
8.0 Specific
Modeling part of a sports watch
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Great tutorial,
I love your use of hard edges, which I never use enough but I will for now on.
Thanks Chris,
Mark
Hi Chris,
I’m a little confused as to why the Z axis has to go thru the middle rather than the Y axis for proper UV mapping? As discussed in part 7, around the 5:00 minute mark.
Thanks,
Mark
It’s not strictly necessary to adjust the Z axis orientation as I did in the video. It just helps the process. The reason is that, initially, projection mapping types orient themselves to the object’s Z axis. But that may not be the ‘right’ orientation that you want to created projected UV’s from. If that’s the case, then you can change the texture’s orientation to whatever it needs to be to project UV’s for a given object.
The other way is to realign the geometry inside it’s object ‘container’ so it more closely matches the local Z axis. This makes it easy to apply a texture that right off the bad maps to the object in the way you want.
Ok cool now I got it. thanks
The audio on part 3 is breaking up around 4min 40sec. Not the first video I’ve noticed this on. Starts with a bit of buzzy static which increases the the point where you cannot understand the words.
Thanks for letting me know.