MODELING CARPET
2. Add uvw map modifier and select planar mapping. Set length and width to the same value. If you scaled this box before you have to use "reset Xform" utility in Utilities window before adding uvw map modifier.
3. Add unwrap uvw modifier, Click Edit... setect Tools and 'render uvw template' Now you can open this template in Photoshop and create carped diffuse and bump.
4. Add connects so the wireframe of carpet is dense. After it add noise modifier.
5. Now you can use FFD modifier to scale corners of the carpet.
CREATING AND MAPPING FLOOR
1. First we will detach floor from the main building. Select polygon, use 'ignore backfacing' and 'select by angle functions' to select floor. When you select any polygon that lays on the floor, whole surface will be selected automatically.
2. Now select 'detach' function to create separate object. Select floor and right click Isolate Selection (shortcut: ALT+Q)
3. Add UVW map modifier to the floor and set width and height to the resolution of the diffuse image. Now when you will apply diffuse, it won't be streched. You can also use 'Bitmap Fit' button to do so.
4. Create new VRay material, apply floor diffuse (HD_1_diffuse.jpg) and display map in vieport. Now select gizmo and scale it to achieve desired effect.
5. Here is complete shader of the floor.
MAPPING WINDOWFRAMES
1. Add 'unwrap UVW' modifier.
Select all faces that have incorrect wood direction.
2 Select 'Edit...' button.
Rightclick and choose 'Break' Now you can move selected faces in Edit UVWs separatly. Remember to use 'constant update' option. Now just rotate these parts 90 degress ( Rot. +90 )
Always avoid to much streching in textures, you may put checker map to check amount of stretch
Other models in scene like seats, can be found on Evermotion models collections.
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