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Tutorial - Pelt Mapping

  • OL
  • April 29, 2007 at 9:48 AM
  • OL
    • April 29, 2007 at 9:48 AM
    • #1

    I got pelt mapping working tonight and was so amazed at the results I figured I would write a little tutorial for you dudes.

    I was making a model of a hookah, and dreading making a UVW map for the tube. This is what I have after doing an unfold.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/1.jpg]

    Step 1:

    in the Unwrap UVW modifier, click Edit Seams at the bottom.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/2.jpg]

    Step 2:

    draw a closed line where you want the seam to be. I drew it around the cap and up one edge to the other end.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/3.jpg]

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/4.jpg]

    Step 3:

    Go into face sub-object mode and select all the faces on your model

    Click Pelt, then Edit Pelt Map

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/5.jpg]

    Step 4:

    Make the blue circle really fuckin big, and rotate it to get the least amount of overlaps in the spokes.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/6.jpg]

    Step 5:

    Click Simulate Pelt Pulling 3 times, and Relax(Light) twice.

    Resize and rotate the mesh to fit in the blue box.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/7.jpg]

    It's done! Now you can edit some of the vertices manually to fix small distribution errors, but most of the work is done for you.

    this works on all kinds of organic surfaces, from face and body models to snakes and dicks if thats the kind of thing you like to make i guess.

  • Whoot
    • April 29, 2007 at 10:57 AM
    • #2

    Looks nice

    http://%7boption%7d I use the LSCM unwrapping script a lot when unwrapping in max. Together with a modified unwrap script from chuggnut http://%7boption%7d It works really well

  • OL
    • April 29, 2007 at 12:03 PM
    • #3
    Quote from Whoot

    Looks nice http://%7boption%7d I use the LSCM unwrapping script a lot when unwrapping in max. Together with a modified unwrap script from chuggnut http://%7boption%7d It works really well

    this won't work for me in 9

  • Whoot
    • April 29, 2007 at 1:33 PM
    • #4

    U sure? I use 7 and it works great for me

  • michi.be
    • April 29, 2007 at 2:07 PM
    • #5

    this is a fine tutorial. thx mate!

  • Rick_D
    • May 11, 2007 at 5:01 PM
    • #6

    tools -> relax dialog

    incredibly useful for making alterations once you've finished pelting.

  • Seldoon182
    • October 26, 2007 at 4:48 PM
    • #7

    Fucking usefull tutorials [Blocked Image: http://pix.nofrag.com/3/9/8/5a04d06030961edf320148758d99a.jpg] ! Thanks !

    [Blocked Image: http://pix.nofrag.com/5/d/2/048ba8ccfc5432461aa7ac56dfcb9.jpg]

  • p2xelgen
    • November 2, 2007 at 6:08 PM
    • #8

    This tut look fucking great, do I need any add programs ?

    I have max 7

  • Rick_D
    • November 2, 2007 at 7:15 PM
    • #9

    they added pelt into max8 afaik, don't think it's there in 7 but I've never used 7 so I couldn't say, open max and have a look ;D

  • dissonance
    • November 2, 2007 at 9:15 PM
    • #10

    I like where this thread is going.

  • -HP-
    • November 3, 2007 at 12:25 AM
    • #11
    Quote from Rick_D

    tools -> relax dialogincredibly useful for making alterations once you've finished pelting.

    Indeed, in fact I found out that it's almost useless using the pelt mapping without using the relax afterwards, if you want the texture on the UVW's to be similar on the entire mesh.

    Thanks for the tut man.

  • IR
    • November 3, 2007 at 12:57 PM
    • #12

    0_o

    am i weird for using splines to make tubes like that, concidering they already have a uvw

    cool tut though :]

  • Minos
    • December 7, 2007 at 6:57 PM
    • #13

    This is very useful indeed, thanks for this.

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