3ds Max: UVW Unwrap Your Poly Models - Step by Step

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  • เผยแพร่เมื่อ 13 ก.ค. 2024
  • Find out more about this full course here: www.learnarchviz.com/learn-ar...
    UVW unwrapping is one of the things I am asked about more than anything else. To many it seems very mysterious, especially if you are using the standard 3ds Max tools. In this video I attempt to break down and simplify it in a way that makes sense. I have been perfecting my workflow for a long time, and it works especially well for furniture for arch viz. That is when/where I use it ALL THE TIME! It is a great thing to understand, as it allows you to apply custom painted maps just how you want them onto your models. It can add so much realism!
    One of the hardest things about UVW unwrapping is the strange UI, with a bunch of new buttons, commands and hotkeys that are foreign to most of us familiar with working in 3ds Max. I will show you the essential tools that you need to know as I demonstrate on a custom chair model.
    The other hard part is just workflow -- like when to do what. I will show that process as well and hopefully share something that will help you in your workflow (which could definitely be a little bit different than mine)
    Overall, I think this should be a helpful demonstration tutorial for anyone who is wanting to get more familiar with the UVW unwrapping process for their custom models.
    This, of course, is part of a much larger course. The course this comes from is a collection of tutorials/projects going over all the various techniques and workflows for poly modeling in Max. Check the link above to create this chair right along with me, as well as other poly modeling projects in Autodesk 3ds Max.

ความคิดเห็น • 32

  • @CptCrash_ZA
    @CptCrash_ZA 2 ปีที่แล้ว

    Thanks for the tutorial man, learned something new with the UVW's

  • @lemonsoupp
    @lemonsoupp ปีที่แล้ว

    Great tutorial man!

  • @kotonedeguchi623
    @kotonedeguchi623 ปีที่แล้ว

    incredible, thank you!

  • @luhisslukus
    @luhisslukus 2 ปีที่แล้ว

    Really helpful.. Thanks for this.

  • @123q90uys
    @123q90uys ปีที่แล้ว

    Thanks for the tutorial man

  • @arcitek66
    @arcitek66 ปีที่แล้ว

    Adam, I do have several of your courses and they are good. I happened upon this youtube video and good info again. I am going to ask though, if I were to take this into unreal, you would unwrap the uvs in two separate efforts, correct? You would unwrap for diffuse on channel 1 and then do so again on channel 2 for the lightmaps, correct? My other question is would you do the basic material setup in 3smax and export with datasmith and then refine in unreal or just give a standard material and then build a new material in unreal. The reason I ask is because I find that datasmith puts out some pretty involved materials in unreal with probably more nodes than necessary. I believe these add to the material draws in unreal which matters when trying to do real time stuff such as VR.

  • @user-qv3rp2vs5h
    @user-qv3rp2vs5h ปีที่แล้ว

    Awesome!

  • @ilmizlabtv4206
    @ilmizlabtv4206 2 ปีที่แล้ว

    Thank you very good

  • @vexydara
    @vexydara 11 หลายเดือนก่อน +2

    I figured it out. Can’t have editable poly on Faces, need to turn faces off

  • @vexydara
    @vexydara 11 หลายเดือนก่อน +1

    No UVs are showing up in my window. What am I missing? I applied a basic material and set material IDs

  • @arthurswith611
    @arthurswith611 5 หลายเดือนก่อน

    do we have to use this plugin all the time?I am using uww map and it works for me what is difference between them

  • @garryhargreaves9772
    @garryhargreaves9772 2 ปีที่แล้ว

    Hi Adam, when is the mapping course released?

    • @Learn-archViz
      @Learn-archViz  2 ปีที่แล้ว

      This is a lecture about UVW unwrapping, that is just part of an overall course. The overall course is about poly modeling in general, but covers how to do a custom UVW map for the models that we make in the course. This course is already released and is linked in the description.

  • @Yasmin.architect
    @Yasmin.architect 9 หลายเดือนก่อน

    🙏🏻🌱 merci

  • @lyloudgz5772
    @lyloudgz5772 5 หลายเดือนก่อน +1

    please can you help me the material ids do not work in the uvw :(

    • @scottconover90
      @scottconover90 3 หลายเดือนก่อน

      Same, I'm unable to select the Material ID in UVW. Perhaps it's a 3ds max update glitch in this new version?

  • @pjmclenon
    @pjmclenon 3 หลายเดือนก่อน +1

    cannot follow you--i was not able to do the selct id i nthe 1st section so then the second section is not watcable either thxx Lisa

    • @scottconover90
      @scottconover90 3 หลายเดือนก่อน

      I think what you're trying to say is that you weren't able to select the ID in the Unwrap UVW stage. I wasn't either. Not sure how to fix this.

    • @pjmclenon
      @pjmclenon 3 หลายเดือนก่อน

      ok thxz i will recheck it sometime to see what i was refreing to but ya prbly--Lisa

  • @mahirestate
    @mahirestate 2 ปีที่แล้ว

    Please make arch viz tutorials for blender.

    • @Learn-archViz
      @Learn-archViz  2 ปีที่แล้ว +1

      I'm looking for a Blender expert to help me do that. You know any?

    • @arcitek66
      @arcitek66 ปีที่แล้ว

      @@Learn-archViz Please don't tell me you are drinking the Koolaid and jumping ship to Blender?! Haha. Just kidding, I am feeling the pressure as well. There are some good tools in there (better than 3dsmax) and it is a solid program. My only thing is it does not handle larger and complex scenes as well, especially when dealing with landscapes and higher poly forms in large environments. Also, 3dsmax works directly with my cad and revit models which Blender does not do as well.

  • @imbacktokillu7868
    @imbacktokillu7868 ปีที่แล้ว

    It hurts when I see those triangles 😖

  • @vbrigham
    @vbrigham ปีที่แล้ว +1

    The biggest problem you have is quality of your video. It doesn't matter how good your presentation is, if I can't see the words in your video, I'm lost! That 2 me is 90% of learning. You might aw well make your video just audio.

    • @Learn-archViz
      @Learn-archViz  ปีที่แล้ว

      Not sure I understand what you mean. You can't read the words in my video?

    • @marshall3n
      @marshall3n ปีที่แล้ว

      I had no problem seeing any of the words

  • @sqwert654
    @sqwert654 2 ปีที่แล้ว

    terrible topology

    • @Learn-archViz
      @Learn-archViz  2 ปีที่แล้ว

      Like I mention in some of my other videos, making perfect topology in arch viz is usually not my main focus. Unlike with gaming models, I find that I can cheat a lot of things, and perfect topology is not essential to the finished result. But yes, for a different application this could be built a lot more carefully.

    • @arcitek66
      @arcitek66 ปีที่แล้ว

      Not sure I totally agree on this comment. On quick glance, the subdivisions are all quads so that is correct. If you wanted a lower poly count for a game or something you could remove a good many loops but like Adam said, if one is doing still renderings in vray or something, doesn't really matter. If one throws a sub-d or turbosmooth on this, you could get more refinement of the mesh but you would have more poly's. I am not quite sure what the context of this comment is which is why I would ask why bother making the comment.

    • @sqwert654
      @sqwert654 ปีที่แล้ว

      @@arcitek66 on a static non deforming mesh you don't need all quads. Even a Fusion360 mesh with many long triangles will look good as long as the norms are correct. But this mesh just not optimized well in terms of topology overall.

    • @arcitek66
      @arcitek66 ปีที่แล้ว

      @@sqwert654 I am sure you are more of an expert on this than me so I am not arguing with you. Also, you clarified your original comment by adding for optimization which I agree with. However, I am currently modelling a high poly version of a detailed axe and I can tell you that these freaking triangles give undesirable result in my mesh when I throw a sub-D or turbosmooth on the mesh. There is distortion (pinching) that occurs which is maddening. This distortion would render in my static scenes so I always need to correct them. What is even more frustrating is that when going into or exporting from Unreal, things are always triangulated to go figure. Again, this is not my area of expertise since my job is more than of an architect.

    • @sqwert654
      @sqwert654 ปีที่แล้ว +1

      @@arcitek66 triangles are not Sud d friendly lol