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Carrara Tutorial - UV Collection - Overview

UV mapping is the process of applying a 2d texture to the surface of a 3D model. There are several different types of UV mapping that Carrara supports: planar, cylinder and spherical. Through-out this series of UV tutorials, we will address each type and show how you can combine different methods within the same model.

Different Tutorials within the UV Mapping Set:

  1. Starting Simple: Creating a leaf on a grid of polygons with a projection type of texture-mapping.
  2. Working with Edge to Edge Textures: On a simple cylinder that ends with a point, learn how to get a texture map template to paint on and of how to deal with textures that wrap around the edges of a texture map.
  3. Dealing with Box-like Objects: Create a metal create by just creating a simple cube and applying shading domains to each side of it. The texture maps will only consist of a single side and all UV faces will be moved to use the same portion of the texture mapped based shader.
  4. Mixing Different Ways to Unwrap a Model: A barrel making tutorial that features a puffy cylinder that uses shading domains to separate the lid, base, sides and metal bands from the model. This tutorial addresses dealing with "Hidden" polygons when unwrapping; sometimes when you apply a method in unwrapping, the nodes lie on top of each other, thus hidding other polygons because they occupy the exact same UV coordornates. Note: This tutorial adds to the texture map files from the previous tutorial (#3).
  5. Dealing with “Hidden” polygons in the UV Editor: Few objects are primarily primatives. Sometimes polygons are parallel to the axis and appear to disappear on the UV map (thus causing severe pixel stretching). This tutorial will focus on moving and resizing points to achieve an ideal surface to paint on. A model of a Dumbbell will be available, but this tutorial will not cover the modeling aspects, nor the setting up of shading domains. You will also be expected to paint your own texture on the end-resulting UV Map.
  6. Working with one texture map for all domains: It can be a real hazzel managing all the texture maps to a complex image. This tutorial will cover the details necessary to combine multiple shading domains textures to the same UV Map for painting outside of Carrara. The model of a butterfly will be available with it’s shading domains already set up. No texture maps will be supplied, as that the end result will be a UV Map which is meant for painting and a model that is set up to use that texture mapped and based shader.
  7. Repurposing a model: This is a simple and short tutorial that covers using multiple texture maps to the same box to create a jewelry box, a brick and a mailing package (with the colorful but generic shipping company logo/info).
  8. Combining multiple shading domains on a complex object: This is the longest and most challenging tutorial. The focus is of a dragon’s head and a variety of techniques will be used to create the texture on a single texture map. The dragon’s head will be available for download, but will not be split up for shading domains as that is part of the challenge of this tutorial. Do note that numerous skills from prior tutorials will be used here and this tutorial will expect the reader to be confident in his or her ability up to this point.