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Elegant Table Part 2: Unfolding and Exporting an Object with Multiple Parts

Author: Samanthie

Tools Needed

* Hexagon2

* Table Model

* UV Mapper Classic

Support Files

*dlo_tablehxn.zip

Introduction

This tutorial will cover some important steps you may not have known about when unwrapping and exporting an object with multiple parts plus materials in Hexagon2.

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Step 1: Setting Up

Download the zip file if needed and unzip it into your Hexagon folder.

Launch Hexagon.

Open the table model.

These are your navigation tools;

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Click on the Universal Manipulator and the Select Faces tool.

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Step 2: Selecting Edges

Let's begin with the table frame form.

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On the Scene tree tab select the top form and turn off the two other forms.

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Begin to select the edges around the outside center line.

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Go all the way around the table frame.

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Step 3: Table Frame Unfold

Click on the UV and Paint tab and then click on the Unfold tool.

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In Unfold Properties click on the plus sign and mode set to default Seams.

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Then click on the head again and your map will appear on the grid.

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Click on the grid viewing area and then click on Single View.

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Click on Validate.

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Step 4: Resize and Position

Click on the Select Faces and the Rectangle mode.

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Click and drag to select the entire map and size it down.

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Click anywhere on the grid to deselect.

Select one oval at a time to move it.

Zoom in and hold down the Shift key to select those areas that are close to the other object.

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Position the objects into place on the grid.

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Return to two vertical views.

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Click on the view panel with the table trim and then click on single view.

Turn off the table trim form in the Scene tree tab and click on the middle form and click on the eye.

Step 5: Table Surfaces

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This part is so easy! No selecting any edges for this step.

This is the form we are now working on.

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Click on the Unfold tool(the head) in the UV and Paint tab again.

Click on the plus sign and add it to Seams.

Click on Unfold again and the map will appear

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Click on Validate.

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Click on the map grid area and then on single view.

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Step 6: Resize and Position

This is what you should have so far.

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Select the map as you did before with the selection tools and size it down.

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Select each piece separately and position it on the map grid.

Time to make a mental note of each of these surfaces. Which one is top and which one is the bottom? To find out just select one of the oval shapes and then click on two vertical views.

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It looks like the shape I positioned on the bottom of the grid is the top for my table.

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Click on the left view with your model and then click on single view.

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Ok now that that mental note has been made let's move on to the next form.

Step 7: Table Legs

Turn off the table surfaces form and click on the legs form in the Scene tree tab

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Use your navigation tools to zoom in and rotate as needed. Click on the Select edges tool.

Zoom in and begin. Hold down the Shift key to select multiple sections.

Select the edges along the outside corner seams for each leg. If you make a mistake just highlight the edge again and click to deselect it.

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Zoom in to the top of the leg and select all around the upper edge.

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Rotate to select the bottom edge.

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Select the edges on the other legs the same way. When all edges are selected this is what you will see.

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Step 8: Unfold the Legs

Click on the Unfold tool.

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Click on the plus sign and add it to Seams.

Click on Unfold again and the map will appear.

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This time wait before you click on the validate button.

Click on the map grid and then on single view.

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Zoom in to the mesh and pan over to the right to make sure there are no tangles. Minor tangles can be adjusted fairly easily by selecting points and moving them and straightening them if needed.

If you have a tangled mess however then you will need to go back and check your seams to be sure you didn't miss an edge or two.

If all goes well though and there are no tangles in the map click validate.

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And here is the leg map.

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Step 9: Selecting and Exporting All Parts

Click on two vertical views and click on the left side of the view screen and then on single view to return to the main view.

The goal here is to export all three pieces together and map them in UV Mapper successfully.

Click on each eye in the form to unhide them. All forms should be visible.

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We want to select all forms at once. Click on the Shift key and then select each of the forms.

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The following step is important for our map to work correctly .

Click on two vertical views again and click on the map grid. You can see all of your maps piled on the grid. Select a form. Resize and adjust the positions of the maps as needed so they are nice and neat on the map grid. Switch between the forms to check your work.

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Make sure all forms are selected and then go to File/Export/Wavefront object. Use these settings;

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Close Hexagon.

After you export the object and go to close Hexagon you will be asked if you want to save the hxn format file. Just click on NO.

Step 10: Open with UV Mapper

UV Mapper is available for free at http://www.uvmapper.com/.

Open UV Mapper and load the texture map.

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How cool is this?

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Color by Material:

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You should see this:

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Step 11: Saving the Texture Map

Go to File/Save Texture Map.

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Give it a size and click on OK. Leave boxes unchecked.

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The key step in this tutorial was selecting all of the forms before exporting from Hexagon. On to the testing phase.:o)

Step 12: Testing 1 2 3

To easily test the map before texturing open Poser and import the wavefront object for the table.

I used these settings;

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Click on Render/Materials and do the following;

Click on Texture changes apply to all

Change the object color to white

Load the texture map and click OK

Do a test render to see if the mesh loads in all the correct places.

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YAY!

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Now go and texture your map.:o))

Mapping and Exporting tutorial by Debbie Overstreet ~Samanthie'