And finally… after more than six months! I bring you… the Weapon Modeling Tutorial! PART FIVE! UV Mapping!
Now UV Mapping is a bitch. You WILL hate it. It will haunt your nightmares. It takes months to master, so at the end of this tutorial, I’ll be providing a cheaters download for those of you who want to skip straight to Part 6 when I post it, and spend more time learning the intricacies of UV Mapping without missing out on the animation side of things. So without further adieu, let’s get started!
Before we begin, you’ll need to make a 1024px by 1024px PSD file, filled with a 50% grey colour, name it xsi_base.psd for now, as you’ll use it again and again for all sorts of models, later on we’ll rename it within XSI and save it as a seperate file.
Here’s how we left things last time, with a complete polygon based weapon, but with no UV Map and no skin.
So to get things started, we need to apply a basic material to the model, that we can work from to create our UV and skin later on. So click on Material under the Get toolbar and select Phong, to bring up a new window.
Then click the little plug shown below, and select Image from the drop down menu.
In the next window select New and from File, then find your xsi_base.psd file and select that.
The image window will update, removing the multi coloured rainbow image, and replacing it with a nice flat grey one! Now under Texture Projection, select New; Planer YZ. Then close the window and return to the main view.
Select your main model (not the clip), and press Alt+7 together to bring up the Texture Editor window. Now hopefully, it looks a little like the image below. If it doesn’t, don’t panic. Just carry on with the tutorial, it’s a not a huge issue!
So what you’re seeing is a flat representation of your 3D model, except currently, you’re seeing it from only one side. What you need to do, is separate out all the sides you can’t see, onto a flat 2D plane, which you’ll then paint! So, within the Texture Editor window, you’ll see a group of six icons, labeled X+, X-, Y+, Y-, Z+ and Z. These buttons allow you to select only the parts of the model visible from those angles. Click X+ to begin with, then select the Planar Projection button (shown in the image below), and select Best Fit from the drop down menu.
You’ll see that it has selected all the points on the X+ axis, and separated them from the rest of your projection. Now hit the V (move) key, and move those points away from the rest, off to the side whereever you like. Use the S key to move around, zoom in and out etc, if you need to.
Repeat this process until all the view angles are separated into different parts. You should end up with six main sections of your weapon: Left, Right, Top, Bottom, Front and Back. Make sure to keep them grouped so you know which part is which, and if you get confused, select a section and refer to the 3D view to be sure.
Now, what you need to do here, is the hard part. UV mapping is like doing a puzzle… except none of the pieces fit together and there’s no picture to work from. Argh. The principle is, to create a UV Map that uses all the available space of the 1024 image, but ensuring that high detail areas get more space than low detail areas that the player wont see. It’s the ultimate in optimisation. You need to find ways to rotate, fit, scale and move all the different pieces, so they fill up as much of the image as you can, whilst still being able to understand what the hell you’ve done when it comes to painting it!
There’s some useful tools in the Texture Editor you can use to make this easier though. For starters, you can rotate and scale selected points using C and X respectively. You can also turn on Island Select, by clicking the ISL button, as well as tearing, which allows you to separate joined vertices. There’s also Snap, which you access from Tools; Enable Snapping.
Now, once you’re happy with the UV Map, from within the Texture Editor window, select Edit; Stamp. Now this is VERY IMPORTANT. Make absolutely sure, you select PSD as your file type from the drop down menu, before naming your file. Name it something like assault_rifle.psd. Now change the 3D view to Textured Decal mode, and you’ll see a bunch of yellow lines around the parts of your weapon!
Once you’re done, it should look something like this!
Good? I hope so! If not, grab the download at the bottom. If all is well though, open up Photoshop and your PSD file. You’ll see your UV Map now, with all the yellow lines and grey fill.
Now I recommend before you start painting, that you separate the UV Map from the unusable space, by using the Magic Wand tool, with a tolerance of 0, to select all the dead space. Then hit CTRL-I to invert your selection, and then CTRL-SHIFT-J to create a new layer via cut, from your selection. Now you can separate out the pieces of the model by using CTRL-SHIFT-J until all the pieces are on separate layers, nice and organised!
Now get painting! I recommend using layer styles to fill in most of it, with colours, internal shadowing, material overlays etc. Then detailing certain parts of the model after rasterising, with scratches using custom brushes etc. Once you’re done, it should look like this!
Now if something went wrong, or you just can’t take UV Mapping any longer, then feel free to download the file below. It’s contains the XSI scene file, the UV map and all the UV Coordinates ready for you to open up and continue on to the animating tutorial next week. I do recommend you give UV mapping a shot though, it’s hard, but very rewarding!
Download: Complete G36 Assault Rifle – Ready for Animating
Instructions: Install the .exp file to the following directory: C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Scenes
then put the PSD file wherever you like, and link it using Alt-8 and selecting it within the Explorer view.
See you next time for the Animation Tutorial!

















