3D Total ¿¡ ÀÖ´Â Æ©Å丮¾óÀ» º¸°í ¸ÅÇÎÀ» ÇÏ·Á°í Çߴµ¥ ¸·È÷´Â ºÎºÐÀÌ ÀÖ¾î¼ Áú¹®ÇÕ´Ï´Ù.
Á¦°¡ Çؼ®À» Àß ¸øÇÑ°ÍÀÏ ¼öµµ Àִµ¥ °Á³»¿ëÀÌ
¸ö, ÆÈ, ´Ù¸®, ±âŸµîµîÀ» ´Ù¸¥ uvwmap À¸·Î °¨½Î°í ¸¶Áö¸·¿¡ ¾ð·¦À» ¾º¿ì¸é
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±×·¯¸é ½ºÅÃÀº ¾Æ·¡¿Í °°ÀÌ µÈ´Ù°í ÇÏ´õ±º¿ä..
+ Uvw map
+ poly select
.
.
.
+ Uvw map
+ poly select
+ Uvw map
+ Editable Poly
Àú´Â mesh ·Î ¸¸µé¾ú±â ¶§¹®¿¡ Àú ºÎºÐÀÇ poly select ¸¦ mesh select ·Î¸¸ ¹Ù²Ù°í
°Á´ë·Î °¢°¢ ºÎºÐ¸¶´Ù uvwmap À» ¾º¿ö¼ °¢ ºÎºÐÀ» ±âÁî¸ð·Î °¨½ÎÁÖ°í
¸¶Áö¸·¿¡ unwrap À» Àû¿ëÇØ ºÃ½À´Ï´Ù.
±×·±µ¥ ±×·¸°Ô Çϸé unwrap edit â¿¡ Áö±Ý±îÁö uvwmap À¸·Î °¨½Ñ°Ô ÀüºÎ ³ª¿À´Â°Ô ¾Æ´Ï¶ó
½ºÅÿ¡¼ ¸Ç À§ÀÇ uvwmapÀ¸·Î °¨½Ñ ºÎºÐ¸¸ ³ª¿À´Â ±º¿ä.
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The body it¡¯s a bit more complicated, cause you need more than one uvw map. I used one for the body, one for each arm, one for each hand, one more for each leg and finally one for each foot, all cylindrical. The way to do it is selecting the faces you want (body for example) and adding the uvw map modifier, then a poly select where you select the new faces (an arm) and another uvw map for that new faces, and so on. So you finish with a stack like this:
+ Uvw map
+ poly select
.
.
.
+ Uvw map
+ poly select
+ Uvw map
+ Editable Poly
Then you just have to add an unwrap modifier and now you¡¯re able to delete all that uvw map and poly select modifiers, and start working on the unwrap modifier, trying to finish with the UV as clear as possible.
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