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Carrara Tutorial - UV Collection
Dealing with Box-like objects

In this tutorial, we will be placing a pre-made texture to a square object. We will assign a shading domain to each face of the cube and then assign each domain's UV to be referring to the same spot on the texture image. On the texturing portion of this tutorial, we will create a reference shader so we can easily duplicate the texturing map settings for each shading domain without re-assigning them one-by-one.

So by the time you are finished with this tutorial, you should have learned the following objectives:

To do this tutorial, you will need the following image files:

Note: When you look at these images, you will notice considerable empty space around the painted object. Do not worry about this because these texture maps will also be used in the next tutorial (UV Collection #4) which includes the combining of multiple objects to one texture map (useful for game textures or when the same color palette should be used on multiple objects).

1. Start Carrara if it is not alreadying running, then create a new empty scene.

2. Enter the texture room and select Edit -> New Master Shader.

3. You should have a new empty shader appear. Assign the downloaded textures to their respective channels:

Furthermore, set the Specularity Channel's Value to 12%* and the Bump Amplitude to 50.

*In older versions of carrara, you will have to assign a value (1-100%) before adjusting it's range to 8%. In Carrara 5, the default setting has the value type pre-set at 25%.

Your shader should look like Figure 16.

Figure 16.

Rename this renewly created shader: "Metal Box" via the properties panel in the Assembly room.

2. Exit the texture room by clicking on the Assembly Room. Add a vertex object to the scene. This should automatically take you into the Vertex Modeler.

Insert a cube by selecting: Construct -> Insert 3D -> Cube. Accept the default settings.

3. Deselect all faces from the cube then select only one face. In the properties panel, under the "Model" tab, select the shading domain drop down menu and pick the "new shadding domain..."option. This can be seen in Figure 17 below.

Figure 17.

You will then be asked as to name the shading domain, type "side_1" and press the enter key.

4. Repeat step 3 for each other side, but name them "side_2, side_3, etc." accordingly.

5. Enter the Assembly and click on drag the "Metal Box" shader from the Shaders tab to the Shading's tabs Global Shader area. This can be seen in Figure 18.

Figure 18.

6. Re-enter the Vertex Modeler with the Cube object. Double click on a face of the cube to select all of it. Click on the "UV Map" tab in the property panel, then on the UV Editor button.

The UV Editor will appear and you should see something like Figure 19. Note: The default shading domain selected will depend on how you placed the shading domains and is the reason why your view may be slightly different.

Figure 19.

Press the "Detach Polygon" button and then use the move tool (Hot Key: "T") to position the current shading domain's UVs over the painted image. Select another shading domain from the list, press the "Detach Polygon" button and move the UVs over to the image; repeat for each shading domain.

7. Click on the "show all" checkbox and zoom in on one of the corners of the painted image. Adjust any UVs that are not on the same point on the image. Repeat for the other three corners.

When finished click on "OK" to accept all UV Editor changes. Your rendered model should look like the Figure 20.

Figure 20.

When you do a test render, you may notice that there could be a white edge along your object. This is caused by having the UV extending past the painted image. This is easly fixed by re-entering the UV Editor from the Vertex Modeler and adjusting the UVs. You can also adjust all the shading domain's UVs at once by checking on the "show all" check box.