{"id":5752,"date":"2017-06-08T04:28:40","date_gmt":"2017-06-08T03:28:40","guid":{"rendered":"https:\/\/www.arhns.uns.ac.rs\/givsf\/?p=5752"},"modified":"2017-06-22T14:13:45","modified_gmt":"2017-06-22T13:13:45","slug":"final-modelovanje-geometrije-imaginarnih-likova-3ds-max-unwrap-uvw-materijalne-grupe-i-osnova-materijalizacije","status":"publish","type":"post","link":"https:\/\/www.arhns.uns.ac.rs\/givsf\/final-modelovanje-geometrije-imaginarnih-likova-3ds-max-unwrap-uvw-materijalne-grupe-i-osnova-materijalizacije\/","title":{"rendered":"Final &#8211; Modelovanje geometrije imaginarnih likova \u2013 3ds max \u2013 unwrap uvw, materijalne grupe i osnova materijalizacije"},"content":{"rendered":"<h4>Uvod i plan rada<\/h4>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Nakon sto smo\u00a0izmodelirali svu geometriju na 3d obliku, potrebno je planirati i urediti ceo karakter tako da nam kasnije bude lakse da ga koristimo \/ rigujemo \/ obojimo. Nacin na koji smo do sada uklapali geometriju ce se pokazati presudan od ovog koraka na dalje.<br \/>\nKoriscenje\u00a0kombinacije alata poput turbo smootha i extruzije se pokazuje kao valuabilan potez u ovim segmentima rada.<\/p>\n<figure id=\"attachment_6055\" aria-describedby=\"caption-attachment-6055\" style=\"width: 567px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/planiranje-seam-ova.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6055 size-full\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/planiranje-seam-ova.png\" alt=\"planiranje seam-ova\" width=\"567\" height=\"283\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/planiranje-seam-ova.png 567w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/planiranje-seam-ova-300x149.png 300w\" sizes=\"auto, (max-width: 567px) 100vw, 567px\" \/><\/a><figcaption id=\"caption-attachment-6055\" class=\"wp-caption-text\">Planiranje seam-ova i trazenje tacaka prostiranja<\/figcaption><\/figure>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Naravno na kompleksom obliku poput ljudskog tela nije lako naci tacke gde ce se promena primetiti. U ovom slucaju &#8220;loop&#8221; selekcija ce nam biti od velike pomoci i poznavanje gde smo &#8220;izvukli&#8221; linije ili extrudovali &#8220;editable poly&#8221; (\u00a0<em>ramena, noge, prsti&#8230; u vecini slucajeva zglobovi ) \u00a0<\/em>gde ce nam biti od velike pomoci &#8220;subtree view&#8221; kod levo situacioniranog modify panela.<br \/>\n<code> Tacke trazimo na susretanju 3 i vise loopova<\/code><\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;U ovom poglavlju cu se baviti sredjivanjem modela, uvw mapiranjem, segmetacijom pojedinih elemenata , bake-ovanjem mape.<\/p>\n<hr \/>\n<h4><\/h4>\n<h4>Prethodno zavrsen rad<\/h4>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Da bih sebi olaksao rad, transformisao\u00a0sam tacke na poligonu tako da ceo karakter dobije vec odredjenu geometriju koja odgovara njegovom kostimu. Razlog iza ove akcije jeste da kasnije kada budem dodao\u00a0<em>unwrap unw<\/em> modifier cu moci posebno da selektujem prema material ID koji sam dodao na karakteru.<br \/>\n<code>SPECIFIKACIJE MATERIJALA : MULTI-SUBOBJECT MATERIAL :<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 : standard material : crna sa plavim odsjajom ( kasnije zamenjena sa spiderman plavom )<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2 : standard material : crvena sa narandzastim odsjajom ( kasnije zamenjena sa spiderman crvenom )<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3 : standard material : bela bez odsjaja<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4 : standard material : crna bez odsjaja<\/code><\/p>\n<figure id=\"attachment_6056\" aria-describedby=\"caption-attachment-6056\" style=\"width: 562px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/ispomerana-geometrija.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6056 size-full\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/ispomerana-geometrija.png\" alt=\"ispomerana geometrija\" width=\"562\" height=\"346\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/ispomerana-geometrija.png 562w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/ispomerana-geometrija-300x184.png 300w\" sizes=\"auto, (max-width: 562px) 100vw, 562px\" \/><\/a><figcaption id=\"caption-attachment-6056\" class=\"wp-caption-text\">Primer transformacije geometrije<\/figcaption><\/figure>\n<hr \/>\n<p>&nbsp;<\/p>\n<h4>Unwrap UVW i pristup radu<\/h4>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Alatka\u00a0<em>Unwrap UVW<\/em> se nalazi u modify panelu i sluzi za razdvajanje kompleksnih povrsina na elemente sa kojima mozemo da radimo bez distorzija. Najbolji &#8220;real life&#8221; primer je krojacka delatnost, u ovom slucaju posmatramo karakter kao osobu koju treba da obucemo i planiramo savove (seam-ove). Ne bi bilo lose da kad radimo ovaj posao oko sebe (ili na sebi) imamo odecu i obucu gde mozemo &#8220;ukrasti&#8221; plan savova.<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Razvijanju karaktera mozemo pristupiti na nekoliko nacina :<\/p>\n<ol>\n<li>Razviti deo po deo i ona kolapsirati u editable poly<\/li>\n<li>Razviti ceo karakter od jednom<\/li>\n<\/ol>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Za pocetnike bih preporucio da razvijaju deo po deo i da kolapsiraju u editable poly iz razloga zato sto editable poly &#8220;pampti&#8221; uvw mapiranje koje je prethodno uradjeno na objektu. Time je lakse da se fokusira na odredjene segmente i greske ( ili promena misljenja ) su usresredjena na 1 segment a ne na ceo karakter.<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Pre nego sto primenim\u00a0<em>Unwrap UVW\u00a0<\/em> modify-er, moramo znati kad je objekat dobro razvijen a kad nije, u suprotnom razvicemo ceo karakter i mapa ce nam biti distorzovana pa cemo morati opet. Greske u razvijanju oblasti mozemo videti na 2 nacina i koristicu oba:<\/p>\n<ul>\n<li>1 chechker map: napravicemo najobicniju sahovnicu ( boje ostavljam vama, ja sam izabrao crno-belo ) i distorziju mozemo primetiti u tome da li se sahovnica kontinualno obmotava oko karaktera. Ovaj sistem kontrolise velicinu razvijenog elementa u odnosu na ostale i prikazuje distorziju kod oblika koji lako primecujemo &#8211; kvadrata.<\/li>\n<li>Edge distortion: Razvijene ivice i uglovi izmedju ivica kocke su iste na kocki (3d) \u00a0i u planarnom obliku. Male greske koje vidimo na mapi su neuocljive, ali ako radimo detalje na mapi ( mladeze, bore &#8230; ) distorzije se lako primete.<\/li>\n<\/ul>\n<p><code>Vise na :\u00a0https:\/\/knowledge.autodesk.com\/support\/3ds-max\/learn-explore\/caas\/CloudHelp\/cloudhelp\/2015\/ENU\/3DSMax\/files\/GUID-2AEF6A44-859D-434E-8E08-00D2A480A0CD-htm.html<\/code><\/p>\n<p>&nbsp;<\/p>\n<figure id=\"attachment_6063\" aria-describedby=\"caption-attachment-6063\" style=\"width: 850px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/prikaz-distorzije-i-ne-distorzije.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6063 size-full\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/prikaz-distorzije-i-ne-distorzije.jpg\" alt=\"prikaz distorzije i ne distorzije\" width=\"850\" height=\"299\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/prikaz-distorzije-i-ne-distorzije.jpg 850w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/prikaz-distorzije-i-ne-distorzije-300x105.jpg 300w\" sizes=\"auto, (max-width: 850px) 100vw, 850px\" \/><\/a><figcaption id=\"caption-attachment-6063\" class=\"wp-caption-text\">Izgled distorzije i pravilnog razvijanja<\/figcaption><\/figure>\n<p>&nbsp;<\/p>\n<hr \/>\n<p>Unwrap UVW<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;<strong>Pre nego sto primenim uwnrap uvw modify-er , moramo prilagoditi 3ds max podesavanjima koje ce ovaj tip materijalizacije zahtevati. Preko <i>CUSTOMIZE&gt;PREFERENCE SETTINGS&gt;VIEWPORT&gt;DISPLAY DRIVER&gt;&gt;CHOOSE DRIVER<\/i> budite sigurni da vam je aktiviran drajver sa najvecim brojem verzije (3ds max design : Nitrous Direct3D 11) . Ovo ce vam omoguciti da ne vidite savove u viewportu i mocicete time da steknete pravi utisak da li vam je mapa u redu.\u00a0<\/strong><\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Kada primenimo\u00a0<em>Unwrap UVW<\/em> modifier, pre nego sto pocnemo moram uci u OPEN UV EDITOR(EDIT UVs) i aktivirati neka podesavanja.<\/p>\n<ol>\n<li>Option &gt; Preferences : podesiti dimenzije rendera na\u00a01024&#215;1024. Treba imati u vidu da profesionalni radjene Teksture se vecinom rade u rezoluciji 8000&#215;8000 minimum da ne bi doslo do pixelizacije teksture.<\/li>\n<li>Display &gt; Show Edge distortion: Da bi nam 3ds max prikazao koje ivice nam prave problem.<\/li>\n<\/ol>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Ovde cemo izvesti mali &#8220;hack&#8221;, sudeci da 3ds max nema neka ogranicenja povodom selekcije, iskoristicemo ne smetanu tranziciju izmedju &#8220;edit poly\u00a0<em>polygon selection<\/em>&#8221; i unwrap modifiera. Ovo ce nam omgouciti da nemamo pretrpan ekran nepoznatim poligonima.<\/p>\n<figure id=\"attachment_6066\" aria-describedby=\"caption-attachment-6066\" style=\"width: 809px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/savovi-sake.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6066 size-full\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/savovi-sake.jpg\" alt=\"savovi sake\" width=\"809\" height=\"372\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/savovi-sake.jpg 809w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/savovi-sake-300x137.jpg 300w\" sizes=\"auto, (max-width: 809px) 100vw, 809px\" \/><\/a><figcaption id=\"caption-attachment-6066\" class=\"wp-caption-text\">Planirani savovi sake<\/figcaption><\/figure>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Kad smo u\u00a0<em>editable poly<\/em>\u00a0(ili\u00a0<em>Edit Poly<\/em>) modify-eru , sa selekcijom poligona cemo selektovati jedan prst, nakon toga ( dok je selektovano ) samo kliknuti na spisak modify-era i selektovati <i>unwrap uvw.<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;<\/i>Kad se ucita modify-er onda kliknemo na\u00a0<em>Open UV Editor <\/em>i trebalo bi da vidimo nas prst<em>. (Paznja ponekad je objekat koji smo selektovali van kvadrata gde treba da ga smestimo, u tom slucaju pod\u00a0<strong>projection<\/strong>\u00a0kliknemo na\u00a0<strong>planar map<\/strong> i smestice se sam objekat na poziciju gde treba)<\/em><\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Ovde imamo mogucnosti da iskoristimo presete koji su u okviru ovog modify-era ukoliko se objekat moze upisati u odredjeni pravilan geometrijski oblik ( Cilinadar, Kocka , ravan &#8230;. ). Mozemo koristiti te opcije za razvijanje geometrije, ali takvo razvijanje cesto podrazumeva dodatan posao u sredjivanju dobijenih mapa, te sam ovde koristio\u00a0<strong>Normal mapping\u00a0<\/strong> sa\u00a0<em><strong>top-bottom mapping<\/strong><\/em> preferencom.<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;Onda sam sa <strong>quick-peel<\/strong> alatkom razvio delove prstiju u oblik koji im je prirodniji. Onda sam &#8220;pobegle poligone&#8221;\u00a0<strong>break<\/strong>-ovao i iskoristio alatku\u00a0<b>tools&gt;stitch selected<\/b> za ih vratim gde im je mesto. Sa aktivacijom <b><i>Show Edge Distortion<\/i><\/b><i><\/i> elementa mogao sam da primetim da imam izrazitu distorziju na vrhovima prsta. Sa\u00a0<em><strong>relax <\/strong><\/em>alatkom i preferencom<em><strong> by polygon angle<\/strong><\/em>\u00a0alatkom sam resio distorziju do granice prihvatanja, jer prsti nisu glavni fokus u vecini kadrova sa kojim se radi.<\/p>\n<p>&nbsp;<\/p>\n<figure id=\"attachment_6067\" aria-describedby=\"caption-attachment-6067\" style=\"width: 640px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/unwrap-primer-prsta.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6067 size-large\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/unwrap-primer-prsta-1024x512.jpg\" alt=\"Unwrap UVW modify finger\" width=\"640\" height=\"320\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/unwrap-primer-prsta-1024x512.jpg 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/unwrap-primer-prsta-300x150.jpg 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/unwrap-primer-prsta.jpg 1417w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><figcaption id=\"caption-attachment-6067\" class=\"wp-caption-text\">Primer unwrapovanja prsta<\/figcaption><\/figure>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Nakon sto zavrsimo prste , elementi ID vrednosti materijala i sub-object materijala dolazi u fokus. Posto karakter ima 2 tipa teksture na sebi , moramo shvatiti da svaka testkura mora da se posmatra posebno ( na jednoj ima mreza, na drugoj ima samo motiv pauka na ledjima ) te je potrebno da se razdvoje fizicki, da bi se olaksalo kasnije obradjivanje u fotoshopu. Sa selektovanjem razlicite mat ID mozemo razdvojiti segmente i razviti ih kako prilici obliku koji se dobija.<\/p>\n<figure id=\"attachment_6069\" aria-describedby=\"caption-attachment-6069\" style=\"width: 850px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/matid.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6069 size-full\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/matid.jpg\" alt=\"MAT ID\" width=\"850\" height=\"296\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/matid.jpg 850w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/matid-300x104.jpg 300w\" sizes=\"auto, (max-width: 850px) 100vw, 850px\" \/><\/a><figcaption id=\"caption-attachment-6069\" class=\"wp-caption-text\">Primena mat ID<\/figcaption><\/figure>\n<hr \/>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Kad zavrsimo ceo model (pola spajdermena) mozemo sjediniti model sa\u00a0<em>symetry\u00a0<\/em> modify-erom ( ako ga nismo stavili do sad ) i imamo ceo model sa UVW podesavanjima.<\/p>\n<figure id=\"attachment_6071\" aria-describedby=\"caption-attachment-6071\" style=\"width: 581px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/spidi_checker.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-6071\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/spidi_checker.png\" alt=\"gotov unwrap\" width=\"581\" height=\"435\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/spidi_checker.png 581w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/spidi_checker-300x224.png 300w\" sizes=\"auto, (max-width: 581px) 100vw, 581px\" \/><\/a><figcaption id=\"caption-attachment-6071\" class=\"wp-caption-text\">Ceo karakter sa primenjenom sahovnicom<\/figcaption><\/figure>\n<h4>Pecenje mapa ( Bake maps )<\/h4>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;<em>Unwrap UVW<\/em> se vecinom koristi u grafickoj finalizaciji 3d modela u fotoshopu ili u generisanja teksture a mogu i oba. \u00a0UVW je samo sistem referentih tacaka\u00a0na koje se kasnije program oslanja da bi omogucio pravilno rasporedjenu teksturu, sto znaci da mi na ovaj nacin mozemo generisati sve vrste mapa koje 3ds max pruza ( bump,displacement&#8230; ).<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Na 3d model ponovo primenimo multy\/sub-object mapu koju smo koristili ranije. U modify-eru <i>Unwrap UVW<\/i> pod segmentom channel idemo na save i snimimo je kako nam odgovara. Snimamo UVW postavke iz razloga zato sto ponekad 3ds max nakon pecenja tekstura ume da obrise ceo UVW, pa nam je potrebna rezerva. \u00a0U channel segmentu postoji deo pod nazivom\u00a0<strong><em>map channel<\/em><\/strong> i neki broj, taj broj zapamtimo ili zapisemo.<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Pre nego sto zapecemo teksturu potrebno je da imamo poligonu referencu, sto podrazumeva ceo nas rad u raster formatu. Unutar\u00a0<em>Unwrap UVW:Open UV Editor,\u00a0<\/em> pod tools kliknemo na <span style=\"color: #000000\"><b><i>Render UVW Template<\/i><\/b><i><\/i>\u00a0, zadamo dimenzije koje smo planirali za mapu (1024, to smo podesili pod Options&gt;Preferences) .\u00a0Dobicemo kostur koji cemo koristiti za distorziju mapa ili kao vodilju gde se poligoni preklapaju i sl.<\/span><\/p>\n<figure id=\"attachment_6072\" aria-describedby=\"caption-attachment-6072\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-6072 size-full\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL.jpg\" alt=\"UVW TEMPLATE\" width=\"1024\" height=\"1024\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL.jpg 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL-150x150.jpg 150w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL-300x300.jpg 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL-32x32.jpg 32w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL-64x64.jpg 64w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL-96x96.jpg 96w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/UVW-TEMPL-128x128.jpg 128w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><figcaption id=\"caption-attachment-6072\" class=\"wp-caption-text\">Render UVW TEMPLATE<\/figcaption><\/figure>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Klikom na\u00a0<em><strong>MATERIALS&gt;CREATE\/EDIT MAPS&gt;BAKE MAPS\/RENDER TO TEXTURE\u00a0<\/strong><\/em>( shortcut 0 ) mozemo pristupiti interfejsu za pecenje tekstura.\u00a0Pod\u00a0<em>general settings&gt;output\u00a0<\/em>\u00a0zadamo lokaciju direktorijuma gde ocekujemo da ce da snimi rezultate.<br \/>\nSelektujemo Spajdermena i u <b><i>Bake Maps\/Render to texture<\/i><\/b><i><\/i>\u00a0panelu ce mo videti naziv 3d modela koji smo mu dali.<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Pod\u00a0<strong><em>Mapping Coordinates<\/em><\/strong>\u00a0treba da ubacimo Map Channel broj koji smo zapisali ( zapamtili ranije ).<br \/>\n&nbsp;&nbsp;&nbsp;&nbsp;Pod output podesimo diffuse map i kliknemo render.<\/p>\n<figure id=\"attachment_6073\" aria-describedby=\"caption-attachment-6073\" style=\"width: 400px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/podesavanja.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-6073\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/podesavanja.png\" alt=\"Podesavanja\" width=\"400\" height=\"751\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/podesavanja.png 400w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/podesavanja-159x300.png 159w\" sizes=\"auto, (max-width: 400px) 100vw, 400px\" \/><\/a><figcaption id=\"caption-attachment-6073\" class=\"wp-caption-text\">Prikaz podesavanja<\/figcaption><\/figure>\n<hr \/>\n<figure id=\"attachment_6074\" aria-describedby=\"caption-attachment-6074\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-6074\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif.png\" alt=\"Zapecena mapa\" width=\"1024\" height=\"1024\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif.png 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif-150x150.png 150w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif-300x300.png 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif-32x32.png 32w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif-64x64.png 64w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif-96x96.png 96w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/dif-128x128.png 128w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><figcaption id=\"caption-attachment-6074\" class=\"wp-caption-text\">Izgled zapecene mape<\/figcaption><\/figure>\n<p>&nbsp;<\/p>\n<hr \/>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;Dobijenu mapu mozemo obraditi u fotoshopu, dodati teksturu , obraditi za finalni render. Ali bih hteo da dodam da 3ds max ima opciju u okviru\u00a0<em><strong><span id=\"GUID-F5518487-A253-44F0-A8D9-9CB537A8F392__GUID-B1D04820-A136-425B-9AB7-4B5384B1D848\" class=\"ph uicontrol\">Materials menu<\/span> &gt; <span id=\"GUID-F5518487-A253-44F0-A8D9-9CB537A8F392__GUID-7C0F55EC-C86D-4B12-88A8-A6880B9E8077\" class=\"ph uicontrol\">Create\/Edit Maps<\/span> &gt; <span id=\"GUID-F5518487-A253-44F0-A8D9-9CB537A8F392__GUID-2D8F4768-6434-4269-8417-D21A140A0346\" class=\"ph uicontrol\">Paint Bitmap (Viewport Canvas) <\/span><\/strong><\/em><span id=\"GUID-F5518487-A253-44F0-A8D9-9CB537A8F392__GUID-2D8F4768-6434-4269-8417-D21A140A0346\" class=\"ph uicontrol\">koja poput fotosopa obradjuje mape u 3d prostoru.<\/span><\/p>\n<p><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-6076 size-large\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-1024x1024.png\" alt=\"SPIDI REND 1\" width=\"640\" height=\"640\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-1024x1024.png 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-150x150.png 150w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-300x300.png 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-32x32.png 32w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-64x64.png 64w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-96x96.png 96w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1-128x128.png 128w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-1.png 2017w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-6077 size-large\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-1024x1024.png\" alt=\"SPIDI REND 3\" width=\"640\" height=\"640\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-1024x1024.png 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-150x150.png 150w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-300x300.png 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-32x32.png 32w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-64x64.png 64w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-96x96.png 96w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-3-128x128.png 128w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-6079 size-large\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-1024x1024.png\" alt=\"SPIDI REND 2\" width=\"640\" height=\"640\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-1024x1024.png 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-150x150.png 150w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-300x300.png 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-32x32.png 32w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-64x64.png 64w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-96x96.png 96w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2-128x128.png 128w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-2.png 2024w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-6080 size-large\" src=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-1024x1024.png\" alt=\"SPIDI REND 4\" width=\"640\" height=\"640\" srcset=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-1024x1024.png 1024w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-150x150.png 150w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-300x300.png 300w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-32x32.png 32w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-64x64.png 64w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-96x96.png 96w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4-128x128.png 128w, https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/SPIDI-REND-4.png 2024w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a>Za kraj vam ostavljam priloge, u rar datoteci se nalazi 3ds scena sa poligonima, slika spajdermena koja mi je posluzila kao referenca, \u00a0UVW fajl gde su snimljene UVW koordinate, PSD datoteke ( Finalna mapa, i reference rasporedjene za izvornu kutiju odakle sam krenuo da modelujem). Na vama je da li zelite da se isprobate u ovom polju, te eto vam\u00a0<a href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-content\/uploads\/2017\/06\/prilozi.rar\">prilozi<\/a>\u00a0.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Uvod i plan rada &nbsp;&nbsp;&nbsp;&nbsp;Nakon sto smo\u00a0izmodelirali svu geometriju na 3d obliku, potrebno je planirati i urediti ceo karakter tako da nam kasnije bude lakse da ga koristimo \/ rigujemo \/ obojimo. Nacin na koji smo do sada uklapali geometriju ce se pokazati presudan od ovog koraka na dalje. Koriscenje\u00a0kombinacije alata poput turbo smootha i&hellip; <a class=\"more-link\" href=\"https:\/\/www.arhns.uns.ac.rs\/givsf\/final-modelovanje-geometrije-imaginarnih-likova-3ds-max-unwrap-uvw-materijalne-grupe-i-osnova-materijalizacije\/\">Continue reading <span class=\"screen-reader-text\">Final &#8211; Modelovanje geometrije imaginarnih likova \u2013 3ds max \u2013 unwrap uvw, materijalne grupe i osnova materijalizacije<\/span><\/a><\/p>\n","protected":false},"author":248,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10,287,33],"tags":[182,296,300,307,299,308,304,302,301,303,297,298,306,305],"coauthors":[],"class_list":["post-5752","post","type-post","status-publish","format-standard","hentry","category-radovi","category-1617-radovi","category-most","tag-3d-mapping","tag-3d-modeling","tag-anatomy","tag-bake","tag-box-modeling","tag-character","tag-character-setup","tag-photoshop","tag-polygon-structure","tag-reference","tag-spiderman","tag-tutorial","tag-unwrap","tag-uvw","entry"],"_links":{"self":[{"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/posts\/5752","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/users\/248"}],"replies":[{"embeddable":true,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/comments?post=5752"}],"version-history":[{"count":17,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/posts\/5752\/revisions"}],"predecessor-version":[{"id":6264,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/posts\/5752\/revisions\/6264"}],"wp:attachment":[{"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/media?parent=5752"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/categories?post=5752"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/tags?post=5752"},{"taxonomy":"author","embeddable":true,"href":"https:\/\/www.arhns.uns.ac.rs\/givsf\/wp-json\/wp\/v2\/coauthors?post=5752"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}