How to give Unwrap UV to Multiple Material IDs?

How to give Unwrap UV to Multiple Material IDs?

Anonymous
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How to give Unwrap UV to Multiple Material IDs?

Anonymous
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Hello friends. I've got a cigarette box and I'm trying to apply bitmap materials to it using the Unwrap UV but I'm doing it wrong. I have materials ID from #1 - 6, set up on the box. If I go to Unwrap UV, select material #1 - 6, any of corresponding will highlight there as well. So I choose Polygon editing in Unwrap UV, then choose Box, and align it. But when I edit one surface of the cigarette box, it also causes changes in all other 5 sides of the box as well. For example, if I edit Cigarette Box side #1 to correspond with Bitmap #1, and then Cigarette Box side #2 to correspond with Bitmap #2, then the modification made in #2 causes changes in #1. How can I rid of this problem?

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Message 2 of 6

Anonymous
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you are over complicating things...it's just a box...not a an organic creature with 10 million polygons....

 

1 material, Box map....done, keep it simple...

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Message 3 of 6

Anonymous
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Each sides of the rectangle has a different design except the front and the back. Not a box... A cigarette box (rectangular) with certain folds here and there.

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Message 4 of 6

Anonymous
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it's just a simple box..

 

ok, go ahead and over glorify a box to something it's not...and deliberately complicate your workflow...

 

I'm sure everyone who's ever done cigarette packaging or milk carton...or a dice that had 6 different 'designs' on each face...would have assigned a different material to each side....but the concept is too complicated for me to handle...

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Message 5 of 6

Anonymous
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After some work, I figured it out. I think there were a lot of confusion due to how it was explained here for new time users with no experience in 3D: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMa...

 

To reiterate my problem in case it wasn't clear:

 

I mistakenly thought the Multi/Sub-object Material method found here (https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMa...) was necessary for the Unwrap UVW method. So initially, I created seperate Photoshop files for the separate parts of the 3D model I was working on. Then I applied Multi/Sub-object material to it, but it didn't work with the bitmap design. In order to understand the Unwrap UVW, see this link (https://en.wikipedia.org/wiki/UV_mapping). The Unwrap UVW is a mathematical technique for transforming 2D objects into 3D. Therefore, if we want to use this method, we have to put all our bitmap material designs in one Photoshop file. Furthermore, you must understand that the bitmaps are a 2D representation of the 3D object's material surfaces. The book, Autodesk 3ds Max 2016 Essentials, (p. 250 - 271) has the basics of what you need to know (https://www.amazon.com/Autodesk-3ds-Max-2016-Essentials/dp/1119059763/ref=sr_1_1?ie=UTF8&qid=1490664...).

 

Here's the notes I took from the tutorials found in the book, which summarizes the steps and understanding Unwrap UVW, hopefully:

 

  • The Unwrap UVW can be used to map any type of 3d models, and can specify the material design of a 3D model (think of wrapping a 3D model with a flat, 2D bitmap).
  • The Unwrap UVW is best utilized with a painting program, such as the Adobe Photoshop to create its bitmaps to map onto the 3D models. It goes both ways; we can export into Photoshop, or import from Photoshop.
  • For simple 3D models, use the Projection wrap to wrap the 2D bitmap. For complex 3D models with many derivatives to calculate, use the Peel wrap (ex: Simple models such as architectural single family houses, and complex as a firefighter).

 

  • The Projection Wrap method:
  1. Choose a 3D model. Apply a material from the Material Editor you plan to wrap with.
  2. Press X>Search Unwrap UVW>Press Enter>Go to Projection rollout>Choose shape best matching>Align in X/Y/Z to the bitmap.
  3. Turn off Projection.
  4. Under Edit UVs rollout>Open UV Editor
  5. On the drop-down list at the top right, choose your bitmap and modify how it will fit with the 3D model by manipulating the handles of the UV map to fit with the bitmap.

 

  • The Peel Wrap method:
  • We must define the boarders of a 3D shape ourselves rather than allow the software to determine it. Therefore, we will Seam the body of the 3D object.
  1. Select the 3D model.
  2. Press X>Unwrap UVW>Enter.
  3. In Projection rollout, choose plane>Align Y>Under Edit UVs rollout, click Quick Planar Map (Or) Under Configure rollout>Uncheck Map Seams.
  1. In the Peel rollout, click the Point-to-Point Seams button and start to define the boarders of your 3D model in any viewport by clicking on the Edges of the 3D model (it highlights in blue). To delete Seam, press ALT+Click. To stop Seaming, Right-Click.
  • Tips on how to Seam: Once again, think of Seaming as peeling the 3D model and flattening it. Therefore, we must cut the object at its boarder, but also cut through an intersection line where it can be peeled off and unwrapped from its 3D object. For more scientific information, see UV Mapping.
  1. Toggle off Point-to-Point Seams and turn on Polygon mode if not already on. Click on part of the model whose boarders have already been Seamed. In the Peel rollout, select Expand Polygon Selection to Seams icon. This button selects all the polygons included within the defined Seams boarder.
  2. In the Peel rollout, click the Pelt Map icon>Click Start Pelt button in the Pelt Map dialog>Click Stop Pelt when it is done unfolding or when you deem it so.
  3. Click the Settings box next to the Start Relax button. Change the drop-down option to Relax by Polygon Angles.
  4. Click the Start Relax button in the Relax Tool dialog>Click Stop Relax when it is done Relaxing, or when you deem it so.
  5. Click Commit to finalize and allow changes.
  6. Do steps #(5 - 9) for all other body parts of the 3D model.
  • Optional steps #(11-15): Exporting the UV Maps to Photoshop and editing the bitmaps in Photoshop to align them.
  1. In the UV Editor, select all the UV maps.
  2. Under Arrange Elements rollout on the right side of the UV Editor, reduce the Padding to 0 and then click Pack Normalize button. This spreads the UV Maps evenly without interference of stacking on top of one another. The Padding determines the distance spaces between.
  3. Click Render UV Template button in the UVs dialog box to create an image of your UVs. Save the UV layout image by clicking on the Save Image icon.
  4. Open that file in Photoshop.
  5. Edit the Bitmap in Photoshop to fit with the UV Maps. Recommend: Create a new layer for the UV Map on top of the bitmap>Distort the bitmap through Free Transform and arrange until it fits with the boarders of the UV Map>Either delete the UV Map layer or turn off Visibility after finished>Save file>Import the new .PSD file into 3ds Max as bitmap and connect it to material. Apply this material to the 3D model of the original UV Map template.
  6. In UV Editor, arrange the UV Maps until they align with the bitmaps. Check rendering to make sure they fit your needs.
  • We introduced the bare minimum of what you need to know to effectively use the Unwrap UVW. Please go to Autodesk's main website to find out more about its many other features.

 

 

Message 6 of 6

Alfred.DeFlaminis
Alumni
Alumni

What a long and great post @Anonymous!  I marked it as a solution since you confirmed it solved it for you, but you are also able to mark the solution in the future for your own threads if you want.  Thanks for the detailed post, it's a great write up.  


Best Regards,

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