BUZZFX
03-28-2006, 06:29 PM
Could some of you experienced Bodypaint users please tell me if this is the correct way to unwrap a model?
In Cinema 4D (Modeling Mode)
First, create the model in Cinema 4D. I have created a barrel for this project.
1. Select the individual model parts and make them editable. You must make the model editable, this assigns a UVW tag. Until you make an object editable it doesn't have real polygons
2. Now, select all of the model parts from the "Object Manager" and Group them.
(In the Object Manager select all of the model pieces > Objects > Group Objects)
3. Now add a "Selection" tag to each separate model part. (Selection > Set Selection)
4. Now connect the objects. To connect the objects, select all objects and select connect from the Functions menu. Functions > Connect) The individual model objects must be connected so they can be made into 1 UV map, otherwise you will have to make separate UV maps for each object.
5. Next, Create a new material and give it a color. (File > New Material) Then drag it onto your connected model in the Object Manager. This will color all of the model parts.
6. Select the material icon in the "Object Manager" and under "Projection" select UVW or other mapping type. Then select OK
In Cinema 4D (BodyPaint)
5. Now from the Layout menu at the top left of the window, change the layout view from Standard or Modeling to "BP UV Edit".
6. Select File-> New texture, then select a color like white. The default color is black. You can change the color to what ever suits you, but I would suggest starting off with white. Next, select a size and DPI for the mesh. Then name the material and choose OK. If you chose white, your UV map will turn all white.
7. Now select "Show UV Mesh" from the menu just above the mesh window. (UV Mesh > Show UV Mesh) Note: If the UV mesh isn't visible, make sure the model is visible in the "Object Manager".
8. In the materials manager, double click the original material you made for the model, and with the color channel selected, click on the small arrow to the left of the texture browser box. Then select bitmaps. You should see your new texture in the list you created in there called something like Untitled_1.b3d. Select that texture, then close the "Material Editor". The model will change to white if you chose white for your new texture.
9. Then switch to the Brush Tool (Menu > Tools > Paint Tools > Brush) or click on the Brush tool in the tools palette. Now click on the "Attributes" button, then scroll down until you see the brush settings. Change the brush size to 1 pixel (leave all other fields at their default values).
10. With the brush tool still selected, click on "Colors" button and change the color to black.
11. Now select your model from the Object Manager. You should see the UV mesh in black outline with a grey background. Now make the background white. To do this select the material color from just above the mesh window (Textures > Untitled_1.tif). Now your background should be white.
12. Next select the "UV Polygons" tool. (Tools > UV Tools > UV Polygons). The outlines will change to Cyan. Then select all (Command + "A") and the model and should be outlined in red. If not make sure "Show UV Mesh" is selected and the UV Polygon Edit Tool is selected.
13. All your UV maps are stacked on top of each other. To separate the UV maps go under (UV Mapping > Mapping) and select "Optimal Angle" then the stacked UV maps will separate into a bunch of pieces.
14. Now relax the UV's (relax UV's)
Think of the UV's as flat polygons and select and move/scale etc them generally as you would polygons in C4D itself.
Double clicking a selection tag will highlight just the uv's related to that tag. Use other selection tools just the same as you would in Cinema. Then you can move them around to your hearts content - useful if you wish to quickly get rid of overlapping uv's of different parts.
Don't do move/rotate/scale in the View editor, but in the Texture editor (where you see the UV mapping)
15. Now All your polygons should still be selected so go to the top menu and click on (Layer > Outline Polygons) and your selection should be outlined with a 1 pixel sized brush stroke in black.
16. Now save the texture file. Go to "Menu" and "Save Texture" (Menu > Save Texture). Save the texture as a Photoshop (.psd) file so it has layers.
Painting the UV Map
1. Now open the file in Painter or Photoshop and you'll see 1 layer with the black UV lines. Create a new layer to paint on.
2. After you're done painting the file save the file and open up Bodypaint
Applying the UV Map to the Model
1. Open Cinema 4D > BodyPaint
2. Double-Click the Material, the Material Manager will open. Select Color, then select the "Arrow" to the right of the word "Texture" and select "Reload Image" and choose your newly painted Photoshop (.psd) file. Voila! Your painting from Photoshop should be applied to the model.
In Cinema 4D (Modeling Mode)
First, create the model in Cinema 4D. I have created a barrel for this project.
1. Select the individual model parts and make them editable. You must make the model editable, this assigns a UVW tag. Until you make an object editable it doesn't have real polygons
2. Now, select all of the model parts from the "Object Manager" and Group them.
(In the Object Manager select all of the model pieces > Objects > Group Objects)
3. Now add a "Selection" tag to each separate model part. (Selection > Set Selection)
4. Now connect the objects. To connect the objects, select all objects and select connect from the Functions menu. Functions > Connect) The individual model objects must be connected so they can be made into 1 UV map, otherwise you will have to make separate UV maps for each object.
5. Next, Create a new material and give it a color. (File > New Material) Then drag it onto your connected model in the Object Manager. This will color all of the model parts.
6. Select the material icon in the "Object Manager" and under "Projection" select UVW or other mapping type. Then select OK
In Cinema 4D (BodyPaint)
5. Now from the Layout menu at the top left of the window, change the layout view from Standard or Modeling to "BP UV Edit".
6. Select File-> New texture, then select a color like white. The default color is black. You can change the color to what ever suits you, but I would suggest starting off with white. Next, select a size and DPI for the mesh. Then name the material and choose OK. If you chose white, your UV map will turn all white.
7. Now select "Show UV Mesh" from the menu just above the mesh window. (UV Mesh > Show UV Mesh) Note: If the UV mesh isn't visible, make sure the model is visible in the "Object Manager".
8. In the materials manager, double click the original material you made for the model, and with the color channel selected, click on the small arrow to the left of the texture browser box. Then select bitmaps. You should see your new texture in the list you created in there called something like Untitled_1.b3d. Select that texture, then close the "Material Editor". The model will change to white if you chose white for your new texture.
9. Then switch to the Brush Tool (Menu > Tools > Paint Tools > Brush) or click on the Brush tool in the tools palette. Now click on the "Attributes" button, then scroll down until you see the brush settings. Change the brush size to 1 pixel (leave all other fields at their default values).
10. With the brush tool still selected, click on "Colors" button and change the color to black.
11. Now select your model from the Object Manager. You should see the UV mesh in black outline with a grey background. Now make the background white. To do this select the material color from just above the mesh window (Textures > Untitled_1.tif). Now your background should be white.
12. Next select the "UV Polygons" tool. (Tools > UV Tools > UV Polygons). The outlines will change to Cyan. Then select all (Command + "A") and the model and should be outlined in red. If not make sure "Show UV Mesh" is selected and the UV Polygon Edit Tool is selected.
13. All your UV maps are stacked on top of each other. To separate the UV maps go under (UV Mapping > Mapping) and select "Optimal Angle" then the stacked UV maps will separate into a bunch of pieces.
14. Now relax the UV's (relax UV's)
Think of the UV's as flat polygons and select and move/scale etc them generally as you would polygons in C4D itself.
Double clicking a selection tag will highlight just the uv's related to that tag. Use other selection tools just the same as you would in Cinema. Then you can move them around to your hearts content - useful if you wish to quickly get rid of overlapping uv's of different parts.
Don't do move/rotate/scale in the View editor, but in the Texture editor (where you see the UV mapping)
15. Now All your polygons should still be selected so go to the top menu and click on (Layer > Outline Polygons) and your selection should be outlined with a 1 pixel sized brush stroke in black.
16. Now save the texture file. Go to "Menu" and "Save Texture" (Menu > Save Texture). Save the texture as a Photoshop (.psd) file so it has layers.
Painting the UV Map
1. Now open the file in Painter or Photoshop and you'll see 1 layer with the black UV lines. Create a new layer to paint on.
2. After you're done painting the file save the file and open up Bodypaint
Applying the UV Map to the Model
1. Open Cinema 4D > BodyPaint
2. Double-Click the Material, the Material Manager will open. Select Color, then select the "Arrow" to the right of the word "Texture" and select "Reload Image" and choose your newly painted Photoshop (.psd) file. Voila! Your painting from Photoshop should be applied to the model.
