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State Secrets: Inside The Making Of The Electric State


Step into the mysterious and visually stunning world of The Electric State as host Francesca Amiker takes you behind the scenes with the creative masterminds who brought Simon Stålenhag’s dystopian vision to life. In this premiere episode, directors Joe and Anthony Russo, stars Millie Bobby Brown and Chris Pratt, writers Christopher Markus and Stephen McFeely, and producers Angela Russo-Otstot and Chris Castaldi reveal how they transformed a haunting graphic novel into an epic cinematic experience. Watch The Electric State coming to Netflix on March 14th. Check out more from Netflix Podcasts . State Secrets: Inside the Making of The Electric State is produced by Netflix and Treefort Media.…
Using Normal Maps - Part 1
Manage episode 162175769 series 1272067
内容由3ds Max Learning Channel提供。所有播客内容(包括剧集、图形和播客描述)均由 3ds Max Learning Channel 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal。
In this tutorial, you learn to use normal maps to provide detail without adding geometry. It's a technique used mostly for gaming but can also be applied to architectural visualization or in any situation where interactive playback is required.
…
continue reading
145集单集
Manage episode 162175769 series 1272067
内容由3ds Max Learning Channel提供。所有播客内容(包括剧集、图形和播客描述)均由 3ds Max Learning Channel 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal。
In this tutorial, you learn to use normal maps to provide detail without adding geometry. It's a technique used mostly for gaming but can also be applied to architectural visualization or in any situation where interactive playback is required.
…
continue reading
145集单集
所有剧集
×In this movie, you adjust the UV clusters to minimize distortion and then you pack them into the UV area.
In this movie, you unwrap the texture coordinates on the low-poly column, in preparation to extracting normal maps.
In this movie, you extract low-poly models from their respective high-poly counterparts.
In this movie, you explore the high poly components that make the various parts of the column. You also learn about Floater objects, which are meant to provide a very efficient technique to projecting normal maps.
In this tutorial, you learn to use normal maps to provide detail without adding geometry. It's a technique used mostly for gaming but can also be applied to architectural visualization or in any situation where interactive playback is required.
In this tutorial, you learn to wire TextPlus entities to objects and scene parameters to read and update values such as time, transforms and animation controllers.
In this tutorial, you learn to animate TextPlus entities globally but also by separating paragraphs, lines, words and even individual characters. You do so by applying various animation presets to test the concept.
In this tutorial, you experiment with TextPlus, which replaces the old text tool in 3ds Max. you learn some basic functionality and about the ease of use that enables you to create quick and easy text elements.
In this tutorial, you learn about Animation Offset Controls and Animation Presets, which are tools that make it easy to induce an offset so that the same animation does not occur simultaneously on multiple objects.
In this tutorial, you learn to use the Voxel Solver, which gives you a much better start-up skin solution where most of the skinning is already properly established. From that point, you only need to add the finishing touches.
In this tutorial, you learn to clean up data imported or linked from other 3D applications. This includes using Layers or Selection Sets. You also learn to correct material and mapping problems, as well as fix lights and cameras inaccuracies.
In this tutorial, you learn to link a Revit model to 3ds Max. You learn about the link presets that you can use to sort the imported models one way or another. You also learn how to update the 3ds Max scene once the model in Revit has been modified.
In this tutorial, you explore the Design Ribbon that is part of the Design Standard Workspace. The Design Ribbon combines tools that are useful for Design Visualization. This is easier than hunting for them in various areas of the 3ds Max interface.
In this tutorial, you learn about a command that enables you to find the tools you need by using a simple keyboard shortcut. This can be a great time saver as it prevents you from hunting for commands in various areas of the interface.
In this tutorial, you learn to control the quality of viewport feedback, especially when displaying textures and background images.
In this movie, you learn to model a detailed baseball, right down to the seams and stitches, by using two Max Creation Graphs you have learned about in other tutorials on this channel.
In this movie, you learn to "package" graphs and dependent files so you can move them from one system to another. You also learn to "install" MCG tools that you collect from other sources and third-party vendors.
In this movie, you learn to add your own tools that appear as new objects in the Geometry command panel. The tool that you learn to put together is one you would use to replace children objects in a hierarchy by another scene object that you define.
In this movie, you learn to create compounds to simplify the creation of your graphs. Compounds are essentially sub-graphs, designed to reduce the complexity of a tree structure by combining elements together.
In this tutorial, you finalize the Clone Modifier by editing its UI, mainly to create groups separating various sections and reordering other parameters.
In this movie, you continue developing your Clone modifier by adding Rotation and Scale flexibility to the Position data you introduced in Part 1.
In this tutorial, you learn to create a simple yet effective Clone tool that you develop as a modifier using the Max Creation Graph (MCG). In this Part 1, you build a basic graph that caters for a number of duplicates while controlling their XYZ positions.
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3ds Max Learning Channel

This tutorial introduces you to a new visual programming tool in 3ds Max 2016 named Max Creation Graph or MCG. In this movie, you cover the basics of MCG and create a very simple Weld modifier.
This tutorial introduces you to a free script designed to help you set your scene environment. It simplifies creating Daylight Systems, setting backgrounds and adjusting exposure values among others, all from a simplified and unified User Interface.
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3ds Max Learning Channel

This movie shows you how to import and export Custom Startup Template in order to share them with others.
This movie shows you create a Startup Template. You'll set up a simple scene to always render an Ambient Occlusion pass, no matter what you throw at it. You'll then add a custom template to the existing sample files so you can start building your library.
This movie shows you how to manage Startup Templates, including how to duplicate and edit existing templates to create your own. It also shows you how to set a template you use regularly as a default template.
This movie highlights the use of Startup Templates, which were introduced in 3ds max 2015 Extension 2. Startup Templates are meant to help you set some basic parameters that would otherwise require time to manually adjust every time you start a new project
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3ds Max Learning Channel

In this final movie, little instruction is given. Instead you experiment on your own to add the final touches to your scene. You can try using the Populate tool to animate pedestrians crossing the bridge or import a boat model and animate it on the water.
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3ds Max Learning Channel

In this movie, you animate camera shots using various techniques. In addition to keyframing cameras and their targets, you also use Civil View to animate "road shots".
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3ds Max Learning Channel

In this movie, you duplicate and scatter the trees you have extracted and place them on areas of the terrain using a simple brush stroke by ways of 3ds Max's Object Paint tool.
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3ds Max Learning Channel

In this movie, you add trees to give the scene that extra sense of realism. You will use a combination of Civil View and 3ds Max's Object Paint feature to that effect. This movie shows how to extract trees from Civil View to use as Paint Objects.
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3ds Max Learning Channel

In this movie, you use yet another one of Civil View's functionalities to add low-poly buildings to the scene.
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3ds Max Learning Channel

In this movie, you adjust the sloped surfaces to cap the gaps by placing custom walls.
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3ds Max Learning Channel

In this movie, you add a water surface under the bridge and you map it with an animated material.
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3ds Max Learning Channel

In this movie, you learn to add custom objects to the Civil View library. Once added, you then have access to these objects using the Civil View UI and workflow.
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3ds Max Learning Channel

In this movie, you again use Civil View's Object Placement Tool but this time with the goal of animating cars travelling along the road.
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3ds Max Learning Channel

In this movie, you use Civil View's Object Placement Tool to add objects such as lamp posts, gantries and signs.
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3ds Max Learning Channel

In this movie, you use Civil View's Swept Object tool to create walls and fences, and the underside structure of the bridge.
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3ds Max Learning Channel

In this movie, you use a Civil View Railing tool to create guardrails to separate traffic lanes from sidewalks.
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3ds Max Learning Channel

In this movie, you create road markings. Instead of building them manually as geometry or as maps, you let Civil View do the work for you through an elegant and easy to use interface.
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In this movie, you create a Private Resource Kit by copying one that ships with Civil View. A Private Resource Kit is useful as it allows you to edit your library by adding or removing components without affecting the libraries that ship with the product.
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3ds Max Learning Channel

Before you start experimenting with what Civil View has to offer, you need to establish a basic scene setup that deals with items such as rendering output, a sun system and possibly a background image.
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3ds Max Learning Channel

In this movie, you output your Civil 3D design into a format that lets you manipulate it in 3ds Max Design. The format in question is VSP3D and is particularly suited to work with the Civil View plugin.
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3ds Max Learning Channel

In this movie, you create a Corridor, which now becomes an easy task once the three needed components, Alignment, Profile and Assembly are in place.
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3ds Max Learning Channel

In this movie, you create an Assembly.This is the third and last component you need to create a corridor. An Assembly is basically a cross-section of the road you need, where you define shoulders, lanes, gutters and sidewalks among others.
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3ds Max Learning Channel

In this movie, you create a Profile, which is the second component needed to build a Civil 3D Corridor. It represents a side projection that shows the topography of the terrain in relation to the road (or in this case bridge) you are creating.
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3ds Max Learning Channel

In this movie, you create an Alignment which is the first of three components needed to build a Civil 3D Corridor. An alignment is a top projection of a road, basically how it winds down atop a surface.
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3ds Max Learning Channel

In this movie, you use Civil 3D to create a 3D surface based on the DEM file you collected in the last movie.
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3ds Max Learning Channel

Often, Civil Engineers outsource the obtaining of GIS data and aerial mapping to specialized companies. However, if you're interested in how you can get your own, then this movie will show you a few tricks.
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3ds Max Learning Channel

In this movie, you learn to save an aerial image or more technically a satellite image that matches the area defined for your project. You will use Google Earth but learn about other tools as well.
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3ds Max Learning Channel

Once you set basic scene parameters, you then use Google Earth to study the area of the world where your project is to take place, in this case the state of New York.
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3ds Max Learning Channel

This tutorial series shows you how to use Autodesk Civil 3D and Autodesk 3ds Max Design in tandem, with the help of a plugin named Civil View.
In this movie, you establish relationships between the car's body and the steering wheel, to create body roll when the steering wheel rotates and the car turns.
In this movie, you establish relationships between the car's front wheels and the steering wheel, so that the front wheels turn when the steering wheel rotates.
In this movie, you constrain the car to a path. Furthermore, you establish math functions to ensure the wheels spin by the proper amount as the car travels on the path.
This tutorial shows you how to control wheel spin as a car travels on a path. It also shows how to turn the wheels and roll the car body in reaction to Steering Wheel animation. In this Part 1 movie, you familiarize yourself with the scene and its setup.
In this movie, You add the final touch to your museum scene by placing and animating pedestrians using the Populate tool.
In this movie, You animate a couple of camera shots to emphasize the Revit building. You learn to animate the camera and its target, and to edit the trajectory and speed for best effects.
In this movie, you animate cars and buses using simple keyframing techniques and path constraints.
In this movie, you add cars and buses with the intention of animating them. Prior to that however, you learn to randomize the body colors of the various cars for more variety.
In this movie, you adjust the remaining building materials that need it to get the scene ready for animation.
In this movie, you continue adjusting the plaza area, mostly by fine-tuning materials and adding a few trees and shrubs. Later, you'll enhance this area further by animating pedestrians.
In this movie, you import the Museum modeled in Revit and link it to an existing scene modeled in 3ds Max. This would be a good time to test the link preset you created as the Max scene already has lighting and cameras set up.
In this movie, you learn to create and edit Link Presets that work for you. You can therefore decide what gets imported within your FBX file and how material editing is affected.
In this movie, you experiment with a Nighttime lighting scenario based on a Revit scene exported that way. You test out the default parameters and then learn to improve on them.
In this movie, you experiment with a Daytime lighting scenario based on a Revit scene exported that way. You test out the default parameters and then learn to improve on them.
In this movie, you take a look at Revit lights and light types, and how they transfer between Revit and 3ds Max.
In this movie, you take a look at Revit cameras, and how they transfer between Revit and 3ds Max.
In this movie, you take a look at optimizing railings, by removing unnecessary elements or simplifying profiles to reduce polygon count. In doing so, you'll learn about modifying family type properties in Revit.
Another part of cleaning up a Revit model is the attention to detail. Some geometry is important while other is redundant. In this movie, you work on the curtain wall types to optimize the geometry for better transfer to 3ds Max.
Before you send your Revit design to 3ds Max, you need to clean it up a little. In this movie, you remove Revit elements that are not compatible with 3ds Max and make some material adjustments to help with the exchange process.
Before you start working on full scenes, you'll use simple geometry to understand the various workflows for transporting data between Revit and 3ds Max.
In this movie, we explore different ways of getting a Revit design across to 3ds Max. In the process, we'll discuss some basic principles as they relate to both products, and some important setup procedures that work better than others.
This tutorial series shows you how to use Autodesk Revit and Autodesk 3ds Max Design in tandem. You learn to take a Revit design into 3ds Max in order to produce superior renderings and animations.
In this movie, you learn to manage the discrepancies of imported FBX files and models that were built in other 3D applications and in a different scale than your current 3ds Max project.
In this movie, you learn to manage the discrepancies of merged 3ds Max files and models that were built in a different scale than that of your current project.
In this tutorial, you learn to set and control units in 3ds Max, to gain a better understanding of how to manage files that were modelled in different units setup. This first movie discusses the differences between Display and System Units.
In this movie, you use a free script to animate the "growth" of a building, and watch it get created from the grounds up.
In this movie, you use the Populate tool to add animated pedestrians to your city scene.
In this movie, you turn an empty building lot into a park and then place and animate a camera to get an interesting shot at your newly-built city.
In this movie, you place and randomly rotate nine city grids by 90 degree-increments to create an irregular pattern. In the process, you learn to write a simple script that creates a "Randomize" button to automate the task.
In this movie, you turn your buildings into simple editable polys to reduce calculating time. You can create in-project duplicates or you can export and store buildings as external files to use with other projects and other 3D applications.
In this movie, you explore additional Building Maker functionality and learn to create multi-part parapets that are mapped differently. You also learn to copy levels to insert and edit building blocks after you have created the building hierarchy.
In this movie, you continue exploring Building Maker's capabilities by learning how to create buildings that have multiple footprints.
In this movie, you use Building Maker, a tool that helps you automate many of the steps required to create low-polygon buildings, using an intuitive and unified interface.
In this movie, you make use of the macroscripts you created that automate repetitive tasks to complete the first low-poly building you started earlier. You will be able to witness how macroscripts can cut down your production time extensively.
In this movie, you use the Macro Recorder to record and reuse the repetitive tasks you needed to create a floor volume. You then create a new 3ds Max toolbar in which you add a button that invokes your custom scripts.
Here, you learn to create low-poly building geometry by extruding simple 2D shapes to create building blocks. Later, you will learn to automate the workflow using macro scripts.
In the third and final installment of this series, you learn to create low-polygon buildings using a variety of methods. This first movie concentrates on creating a texture library, or build upon the one already provided with this tutorial.
In the last movie, you learned how to turn mesh object into 3ds Max primitives using Primitive Maker by Garp; but the workflow you learned about is session-based. Here, you learn how to make those newly-defined primitives a permanent feature in 3ds Max.
In this movie, you turn urban design components into 3ds Max primitive using a free script called Primitive Maker by Garp. This way, you will be able to duplicate and place components in your cityscape in a very flexible and intuitive approach.
In this movie, you finalize the duplication and placement of light poles around the city blocks using two different cloning methods: Array and Spacing Tool.
In this movie, you merge a traffic light assembly that includes a traffic light, a light post and a trash can. You then duplicate and place this assembly around the major intersections using simple Transform tools.
In this movie, you add urban design components to make the city block look more believable. Some of the components you add include traffic lights, fire hydrants and mailboxes, among others.
In this movie, you use the Daylight System to light the scene. The Daylight System has been shown in many a tutorial on this channel, so the explanation will be brief. You will however replace the background gradient with a custom bitmap to simulate clouds
In this movie, you use the sidewalks you created in the last movie to extract surfaces for building lots. You will also treat the building lots so that they have different textures to introduce more variety.
In this movie, you extract spline paths using the existing infrastructure to add sidewalks to the road works. To do so, you use the Sweep modifier to block out the sidewalks. You then work at an editable poly level to fine-tune the results.
In this movie, you create variations for the inner roads. In order to tile the city blocks, you need the perimeter and the center cross roads to remain constant, but you can have variations with the smaller inner roads.
In this movie, you finalize the road works by connecting the inner intersections. In so, you will use the same techniques you learned about earlier, using the sweep modifier to create the two-lane roads.
In this movie, you use the geometry you have already created to extract the intersections for the inner roads. You also add materials to the existing material definition and clean up the connections between existing and new roads.
In this movie, you create the roads that connect the intersections together. You will explore a couple of different approaches and settle on one that yields an easier mapping workflow.
In this movie, you use the cross intersections you created in the last movie to extract T and L junctions. Doing that, you also learn to edit the new intersections and add to the material created earlier to accommodate more street markings.
In this movie, you work on road intersections.You start with the cross intersection at the center of the city block, and then you use that intersection as a template to create others.
In this movie, you work on the roads that make up your first city block. You learn how to subdivide the roads to ensure you are using different road markings that include lane dividers and pedestrian crossings.
In this movie, you lay the foundation for the first city block. This includes working with reference images, deciding on the project scale and setting up 3ds Max accordingly.
This tutorial series shows you how to build tileable city blocks that include road works, street elements and low-poly buildings to create cityscapes. The tutorial is divided in three sections: Roads, Urban Design Components and Low-Poly Buildings.
This tutorial shows how the trailer that precedes every movie on this channel was done. In this first movie, you set the basis for the bouncing arrow. Later, you fine-tune the animation and the look by adding ripples, materials and proper scene lighting.
In this movie, you create the arrow that travels and deforms along a the path. With the help of a simple sphere, you get the illusion that the arrow bounces are causing the water ripples.
In this movie, you create the ripple effect using the Flex modifier. The Flex modifier uses a dynamic simulation to create the effect, which is easier than manually animating ripples using other options like the Ripple modifier.
In this movie, you add materials to the various objects to bring the scene to life. You mostly make use of mental ray material as this is what works best with the mental ray rendering engine, especially when it comes to reflections and refractions.
In this movie, you add lights to improve the final render. You will use simple mr lights as they are easy to set up and to work with in many non-physically accurate circumstances.
In this movie, you animate rings to appear under the ripples. You will synchronize the animation to coincide with each arrow bounce. In a later movie, you'll also need to animate "connectors" going from one ring to another.
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3ds Max Learning Channel

In this movie, you animate the lines that connect the rings together. There are different ways you can go about that, some more complex than others, but you will use a simple approach as it works well enough in this scene.
This last movie is an addendum, and shows that the flex modifier used in the trailer can be used equally well to create other interesting effects. Here, you will use flex to create wake effects like those created by boats or other marine vehicles.
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3ds Max Learning Channel

In this tutorial, you learn to integrate 3D objects into real-world imagery. You learn to match the perspective of your 3D camera to that of the background picture used as an environment map.
In this movie, you add a lighting scenario that works with the Scanline Renderer.
In this movie, you use the Mental Ray renderer to render the same scene you used previously. Mental Ray is the renderer of choice for many 3D artists and you will set it up to use the same Daylight System you used earlier.
With the mental ray-based lighting in place, you now turn your attention to materials. To make the most of the mental ray engine, you will use mr materials accordingly.
In this movie, you learn to dissociate the image rendered in the background from one that is used for reflections.
In this movie, you finalize the material work and render the solution prior to populating the scene with animated pedestrians.
In this movie, you finalize the material work and render the solution prior to populating the scene with animated pedestrians.
This tutorial shows what every-day AutoCAD users need to do to prepare their 2D AutoCAD drawings to work as blueprint references inside 3ds Max.
In this Part 2 movie, you import your 2D CAD drawing as a blueprint in 3ds Max. You'll then use some basic modeling techniques to turn simple 2D entities into fairly complex 3D volumes.
In this Part 3 movie, you learn how to create materials befitting your scene elements. Mostly, you will explore the Multi/Sub-Object material that enables you to apply different materials to the same object.
In this Part 4 movie, you create pivot and sliding doors using 3ds Max's built-in features.
In this fifth and final part, you learn to build curtain walls using a variety of polygon modeling techniques. You will then adjust the polygon IDs so that you can use the same material on the curtain wall that you used on the patio doors earlier.
This tutorial shows you three different and interesting ways to use the Snapshot tool. The Snapshot tool duplicates an animated object over time, making it an interesting feature to study motion. This movie introduces the scenarios you will be working on.
In this movie, You animate two WWII planes to travel on different paths. While one plane's flight is straightforward, the other involves an acrobatic maneuver that requires steep banking and speed changes.
With planes animated on their respective paths, you now learn to use the Snapshot tool to create a ghosting effect. The effect you learn to create makes an interesting case study of motion, even with a single frame rendered.
In this second scenario, you start by animating a car using a dynamics simulation. You use the MassFX engine to quickly and effortlessly create a simulation that would be otherwise more difficult to keyframe.
In this movie, you use the Snapshot tool to create duplicates as you have learned before. However, you learn here to use Snapshot in phases, which gives you more control over the number of clones over time.
In this movie, you learn to animate the visibility of the ghosting effect. You add a visibility track on each and every clone and set the tracks in such a way that the clones only appear when the position and orientation of the animated car matches theirs.
In this scenario, you use Snapshot as a modeling tool to build a wave that is driven by motion of a bat's flapping wings. In this first movie, you learn to extract the cross-sections that will be used as a base for the wave's framework.
In this last movie of the series, you clean up the wave you created earlier, apply a material to it and even animate it using the Slice Modifier. The idea is to make the wave appear in a way matching the animation of the bat wings.
In this tutorial, you learn the concepts of UV Unwrapping. You use UV Unwrapping when the conventional mapping methods for projecting textures on a 3D model are no longer sufficient.
In this Part 2 movie, you learn to uv unwrap an architectural model. Architectural models are usually easy to unwrap as they often need simple flat, planar mapping, albeit projected from different sides.
In this Part 3 movie, you continue unwrapping the building model. The process is similar to the last movie, so fewer detailed instructions will be given.
In this Part 4 movie, you finish unwrapping the building model. You will work on the upper floor and the roof, using the techniques you have already learned.
In this Part 5 movie, you unwrap the car. The procedure is not entirely different from what you learned before but the method for separating the clusters is.
In this Part 6 movie, you finish unwrapping the body of the car using similar techniques to what you used in the last movie.
In this Part 7 movie, you finish unwrapping the car by working on the wheels. This should be an easy process as it only requires simple planar and cylindrical mapping projections.
In this Part 8 movie, you learn to unwrap an organic model. An organic model is different from an architectural or even technical model. It has more curvature and special attention should be made when unwrapping it to minimize texture distortion.
In this Part 9 movie, you continue working on the dinosaur head by unwrapping the neck, ears and horn.
In this Part 10 and final movie of this series, you render out a UV template that serves as reference for painting textures in a Paint application.
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