Move the UV's seat out of the square mapping to be sure that the seat UV's are not mapped over the dashboard UVs. You will see only the seat UVs mapped on the dashboard texture. Finally, click-left on on of your seat faces.ģ- Open UV mapping window. The faces of the seat object becomes red.Ģ- Select Assign/ Mapping and open the Material window select your dashboard texture. Then, select / By material and choose your seat texture. You have got a dashboard object and a seat object mapped on 2 differents textures and you want to map seat UV's on the dashboard texture.ġ- Put your seat object into faces mode. Let's say that you want to assign dashboard and seat on a same texture. Once all the parts of the cockpit have been correctly mapped and flattened as you like, you can remap all the UVs objects on a same texture Making several objects from your cockpit will allow you to flatten each parts more easily. The same thing for the other objects of your cockpit (steering wheel/ seat/ inner cockpit, dashboard) Your object will be mapped on the roll cage texture. Then click-left on one of your selected faces.ĥ- Open Uv Mapping window. Rename this object as roll cage.Ĥ- In faces mode, select your roll cage object, Surface/ Mapping/ Assign UV, open the Material window, select the roll cage texture you have created and click on Assign button to assign this texture to your selected object. To separate the entire cockpit into several objects to facilitate the mapping process:įirst, into the Material window, create a new texture (defaut material - copy and rename this new texture as roll cage, for example)ġ- Select your entire cockpit, then select Faces mode.Ģ- Select/ separated and select only the roll cage facesģ- Select Create/ Object/ Detach and click-left on one of your selected faces to detach the roll cage from the cockpit. So, yes, you will have to reduce it with polygon cruncher anyway.Ĭould you show me the UV Mapping of this cockpit, please? Maybe you can keep some UV's already flattened and remap only the necessary parts? only these selected vertices into the UV mapping window. It will detach this selected group of vertices from your UV mapping and the selected fuction will move/ scale/ rotate/. Now imagine that among all your objects mapped on a same texture, you want to move or to scale only a group of UVs (like a specific object mapped)ġ- Into UV Mapping window, select all the UVsĢ- click on the vertices button and click-right into the UV mapping windowģ- Select all the vertices of the object that you want to move/ scale/ rotate etc.(press shift to select a group of vertices) and then, select move/ scale/ rotate or any function you want to apply it to the group of vertices To move an entire UV mapping into the texture (UV mapping square), here is the method:ġ -Select all your UV mapped with the rectangle selection toolĢ- Select Modify/ Move and click on X or Y axis to move your group of UV into the square a group of UV or an entire object already mapped. Now, things you can do into UV Mapping mode: Well, I am sure you already know this.Īt the end, in to my UV mapping window, I will get all the faces of my nose flattened top and sides The same for the left side in left view etc. I can see the selected faces flattened in right view I choose the right view, I select all the faces from the right nose
I can see the selected faces flattened in top view Select None, deselect all your faces / select object mode
ZMODELER 3 WHERES THE HELP BUTTON WINDOWS
Then, Surface/ Assign/ Materials - I click on the assign button and ok (the materials windows closes) and click on one of your selected faces Once done, Surface/ Reset UV / click left on one of your selected faces I first select the faces of the top nose in Top view. You have to select your faces manually (separated to choose a group of faces already mapped and with edges connected or in single mode) and to choose the correct view to map it as flat faces.įor example, I want to map a nose cone with unfolded (flat) faces into UV mapping window Unfortunately, Zmodeler 1.07b can't do it automatically. The best method is to unfold all textured faces which need lines, forms, logos. Zmodeler 1.07b or v2 is much more limited than 3DSMax or Zmodeler3 in terms of UV unfolding and mapping but there are some interesting things to do.