Lets Start with the foot again. Select the foot. If you still had the symmetry modifier on the legs and had not collapsed it yet, then yo should only have one foot that isn't symmetried here. That's good - we can throw a symmetry on this later after we've unwrapped it.

If you do have both feet, and no symmetry, go to element select mode, select one of the feet and delete it.

Okay, now, make sure that you click on the word Editable poly and make sure none of the sub-selection types is selected (make sure you aren't in vertex, element, etc. mode)

Click on the Modifier List drop-down and scroll towards the bottom and find the modifier called "Unwrap UVW".

It should look like the image below, with a + sign in front of the word Unwrap UVW. Click on the plus sign to expand it and see the sub selection options.

IF YOU DON'T HAVE A PLUS SIGN that means that when you applied the modifier, you were in one of the sub-selection types for edit poly (you were in vertex select mode, or one of the others). Just delete the unwrap modifier and do it over, making sure you aren't in any of the sub-selection modes.

Once you have the Unwrap modifier on, Scroll down enough until you see the big Edit button. Click this button and it will open a window that shows you what your unwrapped UVs look like. Right now it probably looks like a mess, but don't worry. If you have dual-monitors, it's best if you can put this window on the other screen. If you don't, size it to a shape that you can work with it, but still work in the main max window. If you have to, minimize the edit window and then open it back up when you are ready to use it.

If you scroll further down in the unwrap modifier you'll see a section of Map Parameters. We will be using Planer and Cylindrical fur this character.

Make sure you are in Face select mode under Unwrap UVW and select the polys of the bottom of the shoe. You can toggle between solid red and slightly opaque red by pressing the F2 button. This will allow you to more easily see what polys you have selected (solid red) or make it so you can see the checker texture that's applied to the polys (opaque red).

Once you have the polys selected, click the planar button.

A yellow square will appear around the selected polys. It may be on the wrong axis though, so click the Align X, Y, or Z buttons until you get the planar on the correct axis.

While the Planar button is still active (yellow) you can manipulate the yellow projection square's size, angle, and location with the normal move, rotate and scale tools. Scale the box until it looks like it's a perfect square (don't worry about being a perfect square, but you do want it square). If you gottle to the opaque red (F2) so you can see the checker texture, you'll see why it's important to get the projection gizmo to be a square. If the gizmo isn't square, neither is the texture. When done adjusting the gizmo, just click the Planar button to deactive it, and then you can select more faces.


[ Previous | Next ]

Setup
[ 01 ]
Modeling
[ 02 | 03 | 04 | 05 | 06 | 07 | 08 ]
Unwraping
[ 09 | 10 | 11 | 12 | 13 | 14 | 15 ]
Texturing
[ 16 | 17 | 18 | 19 | 20 | 21 | 22 ]
Hands and hair
[ 23 | 24 ]