To correct the texture
on selected faces, you add additional mapping information for those
faces. There are a number of ways to do this, but the Unwrap UVW
modifier is the most versatile and interactive way: This lesson
shows how to use Unwrap UVW.
Adding texture detail
is a matter of how much time you want to spend, and how you plan
to use the model. If the model will appear only in a long shot,
you might be able to dispense with texture correction. If the model
will appear in a medium shot or a close-up, you might have to go through
these steps.
For the purposes of this
lesson, we use the final rendering as a guide:
This is a medium shot. Facade1, on
the left, is in shadow: But at another time of day, you would be
able to see the right sides of the doorways. So we will show how
to correct the sides of the doorway, and the doorstep.
The windows are too far
away to see detail; the roof is seen only from below; and the sides
of the house are obscured by other houses. So we won’t go through
the steps for correcting these details, but at the end of this lesson,
we show how the details might be corrected. (The completed model, facade_modeling_completed.max, has
many texture corrections that these lessons don’t describe.)
Set up the lesson:
- Continue working on your scene from the
previous lesson, or open \modeling\facades\facade_modeling_03.max.
- If you open the file, select the façade, go to
the Modify panel, and make sure
that (Show End Result) is on
for all three levels of the stack.
Add an Unwrap UVW modifier:
- Select Facade1.
- Go to the Modify panel. In the modifier
stack, click the UVW Mapping entry to make this modifier active.
- From the Modifier List, choose Unwrap
UVW.
- In the modifier stack, click (the plus-sign icon) by the
Unwrap UVW entry to expand the Unwrap UVW sub-levels, then click the
Face sub-object level to make it active.
Correct the texture on the left-hand
doorjamb:
- Orbit (or use the ViewCube), zoom, and pan the viewport so you
have a good view of the right side of the doorways.
The sides appear streaked,
because they are at right angles to the texture projection of the
UVW Map modifier.
- Click and Ctrl+click to select both doorjamb
faces.
NoteYou can adjust some
settings for both doorjambs at once, because they are parallel to
each other.
- On the Modify panel Map Parameters rollout,
click to turn on Planar, then click Align X.
Now the doorjambs are
correctly aligned with the fac1.jpg texture.
However, they show the entire façade, which is not quite what we
want.
- Click Planar again to turn it off.
ImportantIf you forget to
turn off Planar, later you won’t be able to use controls in the
Edit UVWs dialog.
- Click to select only the
left-hand doorjamb.
- On the Modify panel Parameters rollout,
click Edit.
3ds Max opens the
Edit UVWs dialog.
- On the Edit UVWs dialog toolbar, choose
“Map #11 (fac1.jpg)” from the background pattern drop-down list.
Now the main window of
the dialog displays fac1.jpg.
- On the lower toolbar, click to turn on (Filter Selected Faces).
Now the geometry shown
in the Edit UVWs dialog (the red mesh) represents only the left-hand
doorjamb face.
- On the Edit UVWs dialog toolbar, click
to turn on (Freeform Mode).
The face mesh now shows
handles at its edges and corners. With Freeform Mode, you can scale
the face by dragging a corner handle, rotate the face by dragging
a side handle, and move the face by dragging from the interior of
the face.
- Drag a corner to scale the face so it
is roughly the size of a doorjamb in the bitmap.
TipMove the Edit UVWs
dialog so you can also see the left doorjamb in the viewport. That
way, you can see your texture-mapping changes interactively, as
you make changes in the dialog.
- In the Edit UVWs dialog, drag the face
to the right, so it covers the right side of the central pillar.
- On the Edit UVWs dialog toolbar, click (Mirror Horizontal).
In the viewport, you
can see how the correction looks.
This is the pattern for
using Unwrap UVW to correct textures on faces with poor texture
projection: Essentially, you “fake” the texture by choosing some
part of the original texture that looks well when applied to the
surface that needs correcting.
Correct the texture for the right-hand
doorjamb:
- With the Edit UVWs dialog still open, click to select the right-hand
doorjamb.
- On the Edit UVWs dialog lower toolbar, click to turn Filter Selected
Faces off and then on.
ImportantToggling Filter Selected
Faces ensures that the Edit UVWs dialog display is updated correctly.
- On the Edit UVWs dialog toolbar, turn
on (Freeform Mode), then drag
the upper-right corner of the doorjamb face to scale it so it is
roughly the size of a doorjamb in the bitmap.
- Drag the face a bit to the right, so
you can see the edge of the shrub.
- On the Edit UVWs dialog toolbar, click (Mirror Horizontal).
Once again, you can see
the correction in the viewport.
- Close the Edit UVWs dialog.
- Deselecting the faces makes it easier
to see the corrections you made.
Correct the texture on the doorsteps:
The doorsteps are a little
tricky, because the photo has no information about that portion
of the building. To compensate, we use the lintel texture: Although
the lintel is wood, when scaled up in size it can pass for stone.
- Click and Ctrl+click to select the doorstep
faces (there are four faces on the left, and three on the right).
- On the Modify panel Map Parameters rollout,
click to turn on Planar, then click Align Z.
Now the doorsteps are
correctly aligned with the fac1.jpg texture.
- Click Planar again to turn it off.
- On the Modify panel Parameters rollout,
click Edit to open the Edit UVWs dialog.
- In the Edit UVWs dialog, scale and move
the doorstep faces so they are on top of the lintel beam in the
bitmap.
- Close the Edit UVWs dialog.
A close-up rendering
of the doorways shows your texture corrections better than the viewport
can.
Save your work:
- Save the scene as facade1_textured.max.
Extra Credit: Mapping the
Windowsills, Window Jambs, and Sides of the House
As we mentioned at the
beginning of this lesson, it isn’t necessary to correct the texture
for the windows or the sides of the house. But if you want to try
using Unwrap UVW to do so, or if you are simply curious how it was
done for the completed model, here are the mappings used.
NoteThe completed model
has some additional mapping corrections not shown here: the bottom
of the lintel and the bottom of the eaves. You can investigate these,
if you wish, by looking at facade_modeling_04.max or facade_modeling_completed.max.