Suggestion needed
Hi! All,
I have experience in paintings and arts. And recently, I started to learn 3d modeling using 3ds max 9. Its now going great... I can now make models (kinda) and can do texture/map as well. I know little bit on animation, bones and biped too.
Now, my question is "how you proffesinal create maps?", I mean whats the best procedure?
Do you do something like this...
1. first make models, and then teuxture
2. or first texture and then models...
3. or there is otherway.
How, how, how?
Um?
By maps, I assume you mean texture mapping. Are you asking if you unwrap something first, then texture it, or texture it then fit the wrap to it? If that IS your question, you usually unwrap something, then texture it, because you don't know if your texture will fit the wrap perfectly.
You can also "bake" a texture map after you unwrap, but pressing "O" (or going "Render to Texture") and baking the map, which renders your unwrapped texture will lighting or applied materials.
By maps, I assume you mean texture mapping. Are you asking if you unwrap something first, then texture it, or texture it then fit the wrap to it? If that IS your question, you usually unwrap something, then texture it, because you don't know if your texture will fit the wrap perfectly.
You can also "bake" a texture map after you unwrap, but pressing "O" (or going "Render to Texture") and baking the map, which renders your unwrapped texture will lighting or applied materials.
If you're talking about texture mapping, then it kinda depends on what you're making. Sometimes if the object is simple enough, it doesn't really matter. For instance, if you're making a barrel, you can really do it either way since you know how how the unwrap will look anyways (I usually do this just because it saves the step of rendering the UV template).
However, if you're doing something more complex like a character, you'd be better off modeling and unwrapping it first since you can't exactly predict how the unwrap will look.
However, if you're doing something more complex like a character, you'd be better off modeling and unwrapping it first since you can't exactly predict how the unwrap will look.
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