<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:series="http://unfoldingneurons.com/" version="2.0"> <channel><title>Cgtuts+</title> <link>http://cg.tutsplus.com</link> <description>CG Tutorials</description> <lastBuildDate>Mon, 17 Jun 2013 20:46:12 +0000</lastBuildDate> <language /> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.5</generator> <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/Cgtuts" /><feedburner:info xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" uri="cgtuts" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><image><link>http://cg.tutsplus.com</link><url>http://envato.s3.amazonaws.com/rss_images/cgtuts_144.jpg</url><title>Cgtuts+</title></image><feedburner:emailServiceId xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">Cgtuts</feedburner:emailServiceId><feedburner:feedburnerHostname xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://feedburner.google.com</feedburner:feedburnerHostname><item><title>Creating Fireworks With Particles in Maya</title><link>http://cg.tutsplus.com/tutorials/autodesk-maya/creating-fireworks-with-particles-in-maya/</link> <comments>http://cg.tutsplus.com/tutorials/autodesk-maya/creating-fireworks-with-particles-in-maya/#comments</comments> <pubDate>Mon, 17 Jun 2013 20:30:16 +0000</pubDate> <dc:creator>Chandan Kumar</dc:creator> <category><![CDATA[Maya]]></category> <category><![CDATA[VFX]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25430</guid> <description>&lt;p&gt;In today&amp;#8217;s tutorial Chandan Kumar will introduce you to working with particles in Maya, and show you how they can be used to create a cool looking fireworks animation rather quickly. Topics include, preparing your scene for animation, working with particle emitters, fine tuning your settings to achieve a specific look, creating and apply materials, adding glow effects, rendering image sequences and finally, how After Effects can be used to turn that image sequence into a final animation.&lt;span
id="more-25430"&gt;&lt;/span&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;h2&gt;Preparing The Scene&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Let’s open the Maya software (I’m working in Maya 2011.)&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_1.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25343" alt="Fireworks_In_Maya_1" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_1.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;First of all, let’s set the &lt;strong&gt;Timeline Length&lt;/strong&gt; to &lt;strong&gt;300&lt;/strong&gt; frames, because we want the fireworks simulation to stay longer in the viewport.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_2.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25344" alt="Fireworks_In_Maya_2" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_2.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Do a &lt;em&gt;Right-click&lt;/em&gt; on the timeline and go to the &lt;strong&gt;Playback Speed&lt;/strong&gt; flyout menu, then turn on the &lt;strong&gt;Play Every Frame, Max Real-Time&lt;/strong&gt; option.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_2a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25345" alt="Fireworks_In_Maya_2a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_2a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Here, we’ll use ‘Mental Ray’ for rendering the particles simulation in better quality. So, click on the &lt;em&gt;indicated icon&lt;/em&gt; on main status bar to open the &lt;strong&gt;Render Settings&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_3.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25346" alt="Fireworks_In_Maya_3" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_3.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;In the &lt;strong&gt;Render Settings&lt;/strong&gt; window, click on the &lt;strong&gt;Render Using&lt;/strong&gt; drop down menu arrow button and then choose &lt;strong&gt;mental ray&lt;/strong&gt; as the renderer.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_4.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25347" alt="Fireworks_In_Maya_4" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_4.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Now, click on the &lt;strong&gt;Common&lt;/strong&gt; tab and choose &lt;strong&gt;PNG(png)&lt;/strong&gt; as the &lt;strong&gt;Image Format&lt;/strong&gt; and set the &lt;strong&gt;Frame padding&lt;/strong&gt; to &lt;strong&gt;3&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_4a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25348" alt="Fireworks_In_Maya_4a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_4a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Inside the &lt;strong&gt;Frame Range&lt;/strong&gt; group, keep the &lt;strong&gt;End frame&lt;/strong&gt; at &lt;strong&gt;300&lt;/strong&gt; and then close the &lt;strong&gt;Render Settings&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_4b.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25349" alt="Fireworks_In_Maya_4b" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_4b.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Now, since we will be working with particles, change the mode to &lt;strong&gt;Dynamics&lt;/strong&gt; to access the particle menu items.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_5.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25350" alt="Fireworks_In_Maya_5" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_5.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;Next, we&amp;#8217;ll open the ‘Outliner’ window which we&amp;#8217;ll use for organizing the particle objects. So, go to the &lt;strong&gt;Window&lt;/strong&gt; menu and click on the &lt;strong&gt;Outliner&lt;/strong&gt; command.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_6.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25351" alt="Fireworks_In_Maya_6" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_6.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This opens the &lt;strong&gt;Outliner&lt;/strong&gt; window (keep it open.)&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_6a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25352" alt="Fireworks_In_Maya_6a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_6a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Creating The Particles&lt;/h2&gt;&lt;h3&gt;&lt;/h3&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Now, go to the &lt;strong&gt;Particles&lt;/strong&gt; menu and click on the &lt;strong&gt;Create Emitter&lt;/strong&gt; options box.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_7.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25353" alt="Fireworks_In_Maya_7" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_7.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This will open the &lt;strong&gt;Emitter Options&lt;/strong&gt; window. Here keep the &lt;strong&gt;Emitter type&lt;/strong&gt; as &lt;strong&gt;Directional,&lt;/strong&gt; and then click on the &lt;strong&gt;Create&lt;/strong&gt; button.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_7a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25354" alt="Fireworks_In_Maya_7a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_7a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;It creates a particle emitter on the grid. Rename it as &amp;#8220;&lt;strong&gt;Pre1_Rocket_emitter&lt;/strong&gt;&amp;#8221; and &amp;#8220;&lt;strong&gt;Pre1_Rocket_particle&lt;/strong&gt;&amp;#8221; in the &lt;strong&gt;Outliner&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_8.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25355" alt="Fireworks_In_Maya_8" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_8.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Press the &lt;strong&gt;Play&lt;/strong&gt; button to test the particle animation. You will notice the particles travel in the &lt;em&gt;X&lt;/em&gt; direction, while the emitter travels in the &lt;em&gt;Y&lt;/em&gt; direction.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_9.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25356" alt="Fireworks_In_Maya_9" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_9.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;To fix the problem, first select the particle object and press &lt;strong&gt;Ctrl+A&lt;/strong&gt; to open the &lt;strong&gt;Attribute Editor&lt;/strong&gt;. Now on the &lt;strong&gt;Pre1_Rocket_emitter&lt;/strong&gt; tab, keep the &lt;strong&gt;Direction Y&lt;/strong&gt; value at &lt;strong&gt;1.00&lt;/strong&gt; under the &lt;strong&gt;Distance/ Direction Attributes&lt;/strong&gt;, and set the &lt;strong&gt;Speed&lt;/strong&gt; to &lt;strong&gt;20&lt;/strong&gt; under the &lt;strong&gt;Basic Emission Speed Attributes&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_10.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25357" alt="Fireworks_In_Maya_10" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_10.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Also keep the &lt;strong&gt;Spread&lt;/strong&gt; value at &lt;strong&gt;0.300&lt;/strong&gt; under the same &lt;strong&gt;Distance/ Direction Attributes&lt;/strong&gt;, to spread the particles properly for the rocket fireworks.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_11.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25358" alt="Fireworks_In_Maya_11" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_11.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;Now, inside the &lt;strong&gt;Pre1_Rocket_particleShape&lt;/strong&gt; tab, under the &lt;strong&gt;Render Attributes&lt;/strong&gt; rollout, change the &lt;strong&gt;Particle Render Type&lt;/strong&gt; to &lt;strong&gt;Spheres&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_12.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25359" alt="Fireworks_In_Maya_12" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_12.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;Again, under the &lt;strong&gt;Render Attributes&lt;/strong&gt; rollout inside the &lt;strong&gt;Pre1_Rocket_particleShape &lt;/strong&gt;tab, click on the &lt;strong&gt;Current Render Type&lt;/strong&gt; button and then change the &lt;strong&gt;Radius&lt;/strong&gt; value to &lt;strong&gt;0.150&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_13.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25360" alt="Fireworks_In_Maya_13" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_13.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;You will notice the particle spheres are now looking small. This is what we need.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_14.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25361" alt="Fireworks_In_Maya_14" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_14.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;Now we’ll add particles for the rocket trails. So, first select the rocket particles we created earlier, open the &lt;strong&gt;Fields&lt;/strong&gt; menu and click on the &lt;strong&gt;Gravity&lt;/strong&gt; options box.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_15.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25362" alt="Fireworks_In_Maya_15" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_15.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This opens the &lt;strong&gt;Gravity Options&lt;/strong&gt; box. Here you can change the &lt;strong&gt;Magnitude&lt;/strong&gt; value (or you can do it in the ‘Attributes’.) Then click on the &lt;strong&gt;Create&lt;/strong&gt; button to apply this command.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_15a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25363" alt="Fireworks_In_Maya_15a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_15a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Take a look at the animation of the particles. It’s not coming out good right now&amp;#8230; we need to tweak it more.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_15b.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25364" alt="Fireworks_In_Maya_15b" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_15b.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 10&lt;/h3&gt;&lt;p&gt;Again, inside the &lt;strong&gt;Pre1_Rocket_particleShape&lt;/strong&gt; tab, under the &lt;strong&gt;Lifespan Attributes&lt;/strong&gt; group, change the &lt;strong&gt;Lifespan Mode&lt;/strong&gt; to &lt;strong&gt;Constant&lt;/strong&gt; and the &lt;strong&gt;Lifespan&lt;/strong&gt; value to &lt;strong&gt;1.500&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_16.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25365" alt="Fireworks_In_Maya_16" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_16.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 11&lt;/h3&gt;&lt;p&gt;Now, for the explosion, we need to create more particles. So, select the rocket particles and open the &lt;strong&gt;Particles&lt;/strong&gt; menu. This time select the &lt;strong&gt;Emit from Object&lt;/strong&gt; options box.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_17.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25366" alt="Fireworks_In_Maya_17" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_17.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This opens the &lt;strong&gt;Emitter Options&lt;/strong&gt; window. Here change the &lt;strong&gt;Emitter type&lt;/strong&gt; to &lt;strong&gt;Omni&lt;/strong&gt; and then click on the &lt;strong&gt;Create&lt;/strong&gt; button to apply.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_17a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25367" alt="Fireworks_In_Maya_17a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_17a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 12&lt;/h3&gt;&lt;p&gt;Now, rename the new particles and the emitter respectively as &amp;#8220;&lt;strong&gt;Pre1_Fragments_particle&lt;/strong&gt;&amp;#8221; and &amp;#8220;&lt;strong&gt;Pre1_Fragments_emitter&lt;/strong&gt;&amp;#8221; in the &lt;strong&gt;Outliner&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_18.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25368" alt="Fireworks_In_Maya_18" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_18.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 13&lt;/h3&gt;&lt;p&gt;Now take a look at the new particle animation. It&amp;#8217;s now looking like trails. But, we need to make a fragmented explosion.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_19.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25369" alt="Fireworks_In_Maya_19" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_19.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 14&lt;/h3&gt;&lt;p&gt;To fix this problem, first select &amp;#8220;&lt;strong&gt;Pre1_Rockete_particle&lt;/strong&gt;&amp;#8221; from the &lt;strong&gt;Outliner&lt;/strong&gt;, then open the &lt;strong&gt;Particles&lt;/strong&gt; menu and click on the &lt;strong&gt;Per-Point Emission Rates&lt;/strong&gt; command.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_20.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25370" alt="Fireworks_In_Maya_20" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_20.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 15&lt;/h3&gt;&lt;p&gt;Again, with &amp;#8220;&lt;strong&gt;Pre1_Rocket_particle&lt;/strong&gt;&amp;#8221; selected, press &lt;strong&gt;Ctrl+A&lt;/strong&gt; to open it&amp;#8217;s &lt;strong&gt;Attribute Editor&lt;/strong&gt; panel. Here, inside the &lt;strong&gt;Pre1_Racket_particleShape&lt;/strong&gt; tab under the &lt;strong&gt;Per Particle (Array) Attributes&lt;/strong&gt; rollout, there is one option: &lt;strong&gt;1 Fragments Emitter Rate PP&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_21.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25371" alt="Fireworks_In_Maya_21" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_21.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;&lt;em&gt;Right-click&lt;/em&gt; on &lt;strong&gt;1 Fragment Emitter Rate PP&lt;/strong&gt;, and select &lt;strong&gt;Create Ramp&lt;/strong&gt; in the flyout menu.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_21a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25372" alt="Fireworks_In_Maya_21a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_21a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 16&lt;/h3&gt;&lt;p&gt;Again &lt;em&gt;Right-click&lt;/em&gt; on &lt;strong&gt;1 Fragment Emitter Rate PP&lt;/strong&gt;, select &lt;strong&gt;&amp;lt;-arrayMapper1outvaluePP&lt;/strong&gt; and then choose &lt;strong&gt;Edit Ramp&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25373" alt="Fireworks_In_Maya_22" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Now, in the &lt;strong&gt;Ramp Attributes&lt;/strong&gt;, change the upper slot to &lt;strong&gt;White&lt;/strong&gt; and the bottom slot to &lt;strong&gt;Black.&lt;/strong&gt; And then change the &lt;strong&gt;Interpolation&lt;/strong&gt; to &lt;strong&gt;None&lt;/strong&gt;. It should now look like this.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25374" alt="Fireworks_In_Maya_22a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Again &lt;em&gt;Right-click&lt;/em&gt; on &lt;strong&gt;&amp;lt;-arrayMapper1outvaluePP&lt;/strong&gt; and choose &lt;strong&gt;Edit Array Mapper&lt;/strong&gt; to open it&amp;#8217;s attributes.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22b.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25375" alt="Fireworks_In_Maya_22b" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22b.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Now in the &lt;strong&gt;Array Mapper Attributes&lt;/strong&gt;, keep the &lt;strong&gt;Max Value&lt;/strong&gt; at &lt;strong&gt;700.00&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22c.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25376" alt="Fireworks_In_Maya_22c" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_22c.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 17&lt;/h3&gt;&lt;p&gt;Inside the &lt;strong&gt;Pre1_Fragments_Emitter&lt;/strong&gt; attributes tab, and under the &lt;strong&gt;Basic Emission Speed Attributes&lt;/strong&gt; rollout, keep the &lt;strong&gt;Speed&lt;/strong&gt; at &lt;strong&gt;8.00&lt;/strong&gt; and the &lt;strong&gt;Speed Random&lt;/strong&gt; value at &lt;strong&gt;1.200&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_23.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25377" alt="Fireworks_In_Maya_23" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_23.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 18&lt;/h3&gt;&lt;p&gt;Now, with the &lt;strong&gt;Pre1_Fragments_Particles&lt;/strong&gt; selected, go to the &lt;strong&gt;Fields&lt;/strong&gt; menu and select the &lt;strong&gt;Gravity&lt;/strong&gt; command to apply gravity to the selected fragment particles.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_24.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25378" alt="Fireworks_In_Maya_24" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_24.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Inside the &lt;strong&gt;Gravity Field Attributes&lt;/strong&gt; group, change the &lt;strong&gt;Magnitude&lt;/strong&gt; value to &lt;strong&gt;3.00&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_24a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25379" alt="Fireworks_In_Maya_24a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_24a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 19&lt;/h3&gt;&lt;p&gt;With the same &lt;strong&gt;Pre1_Fragments_ParticlesShape &lt;/strong&gt;selected, change the &lt;strong&gt;Conserve&lt;/strong&gt; value to &lt;strong&gt;0.900&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_25.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25380" alt="Fireworks_In_Maya_25" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_25.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 20&lt;/h3&gt;&lt;p&gt;With the same &lt;strong&gt;Pre1_Fragments_ParticleShape&lt;/strong&gt; selected, change the &lt;strong&gt;Lifespan Mode&lt;/strong&gt; to &lt;strong&gt;Random Range&lt;/strong&gt; and then the &lt;strong&gt;Lifespan&lt;/strong&gt; and &lt;strong&gt;Lifespan Random&lt;/strong&gt; values to &lt;strong&gt;1.5&lt;/strong&gt; and &lt;strong&gt;0.500&lt;/strong&gt; respectively.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_26.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25381" alt="Fireworks_In_Maya_26" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_26.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 21&lt;/h3&gt;&lt;p&gt;Now, we need to create the trails for the rockets. So, select &lt;strong&gt;Pre1_Racket_particle&lt;/strong&gt; in the &lt;strong&gt;Outliner&lt;/strong&gt; and then go to the &lt;strong&gt;Particles&lt;/strong&gt; menu and choose &lt;strong&gt;Emit from Object&lt;/strong&gt; to emit the particles.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_27.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25382" alt="Fireworks_In_Maya_27" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_27.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Rename the newly created particle system to &amp;#8220;&lt;strong&gt;Trail1&lt;/strong&gt;&amp;#8221; in the &lt;strong&gt;Outliner&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_27a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25383" alt="Fireworks_In_Maya_27a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_27a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 22&lt;/h3&gt;&lt;p&gt;Again, with the &lt;strong&gt;Trail1&lt;/strong&gt; particles selected, open it&amp;#8217;s &lt;strong&gt;Attributes Editor&lt;/strong&gt;. Inside the &lt;strong&gt;emitter1&lt;/strong&gt; tab, keep both the &lt;strong&gt;Max Distance&lt;/strong&gt; and &lt;strong&gt;Speed&lt;/strong&gt; values at &lt;strong&gt;0.100&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_28.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25384" alt="Fireworks_In_Maya_28" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_28.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;And then under the &lt;strong&gt;Basic Emitter Attributes&lt;/strong&gt;, change the &lt;strong&gt;Rate (Particles/Sec)&lt;/strong&gt; value to &lt;strong&gt;500.0&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_28a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25385" alt="Fireworks_In_Maya_28a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_28a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 23&lt;/h3&gt;&lt;p&gt;Now, select &lt;strong&gt;TrailShape1&lt;/strong&gt; in the &lt;strong&gt;Attribute Editor&lt;/strong&gt; and under the &lt;strong&gt;Lifespan Attributes&lt;/strong&gt; group, change the &lt;strong&gt;Lifespan Mode&lt;/strong&gt; to &lt;strong&gt;Random Range&lt;/strong&gt; and the &lt;strong&gt;Lifespan Random&lt;/strong&gt; value to &lt;strong&gt;0.500&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_29.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25386" alt="Fireworks_In_Maya_29" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_29.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;With the same &lt;strong&gt;TrailShape1&lt;/strong&gt; selected, go to &lt;strong&gt;Render Attributes&lt;/strong&gt; and change the &lt;strong&gt;Particle Render Type&lt;/strong&gt; to &lt;strong&gt;Cloud (S/W)&lt;/strong&gt; and then click on the &lt;strong&gt;Current Render Type &lt;/strong&gt;button. Also change the &lt;strong&gt;Radius&lt;/strong&gt; value to &lt;strong&gt;0.050&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_29a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25387" alt="Fireworks_In_Maya_29a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_29a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 24&lt;/h3&gt;&lt;p&gt;Now, with &lt;strong&gt;Pre1_Fragments_Particle &lt;/strong&gt;selected, go to the &lt;strong&gt;Particles &lt;/strong&gt;menu and choose &lt;strong&gt;Emit from Object&lt;/strong&gt; to create new particles.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_30.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25388" alt="Fireworks_In_Maya_30" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_30.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This time, rename the newly created particles to &amp;#8220;&lt;strong&gt;Spark1&lt;/strong&gt;&amp;#8221; in the &lt;strong&gt;Outliner&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_30a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25389" alt="Fireworks_In_Maya_30a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_30a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 25&lt;/h3&gt;&lt;p&gt;With the newly created particle emitter selected, open it&amp;#8217;s attributes and change the &lt;strong&gt;Max Distance&lt;/strong&gt; value to &lt;strong&gt;0.100&lt;/strong&gt; and &lt;strong&gt;Speed&lt;/strong&gt; to &lt;strong&gt;0.100&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_31.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25390" alt="Fireworks_In_Maya_31" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_31.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 26&lt;/h3&gt;&lt;p&gt;With the &lt;strong&gt;Spark1&lt;/strong&gt; particles group selected once again, click on the &lt;strong&gt;SparkShape1&lt;/strong&gt; attribute and in the &lt;strong&gt;Render Attributes&lt;/strong&gt; group, change the &lt;strong&gt;Particle Render Type&lt;/strong&gt; to &lt;strong&gt;Cloud(S/W) &lt;/strong&gt;and then the &lt;strong&gt;Radius&lt;/strong&gt; value to &lt;strong&gt;0.050&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_32.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25391" alt="Fireworks_In_Maya_32" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_32.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Again, inside the &lt;strong&gt;Lifespan Attributes&lt;/strong&gt; rollout, change the &lt;strong&gt;Lifespan Mode &lt;/strong&gt;to &lt;strong&gt;Random range&lt;/strong&gt;, the &lt;strong&gt;Lifespan&lt;/strong&gt; value to &lt;strong&gt;1.500&lt;/strong&gt; and the &lt;strong&gt;Lifespan Random&lt;/strong&gt; value to &lt;strong&gt;0.500&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_32a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25392" alt="Fireworks_In_Maya_32a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_32a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Under the &lt;strong&gt;General Control Attributes&lt;/strong&gt;, change the &lt;strong&gt;Conserve&lt;/strong&gt; value to &lt;strong&gt;0.100&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_32b.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25393" alt="Fireworks_In_Maya_32b" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_32b.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 27&lt;/h3&gt;&lt;p&gt;Now, we have to hide some particles which should not be visible in the viewport. So, first select the &lt;strong&gt;Pre1_Rocket_Particleshape &lt;/strong&gt;node attributes and then inside the &lt;strong&gt;Object Display&lt;/strong&gt; group, turn &lt;em&gt;Off &lt;/em&gt;the &lt;strong&gt;Visibility &lt;/strong&gt;option to hide them.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_33.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25394" alt="Fireworks_In_Maya_33" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_33.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Do the same for the &lt;strong&gt;Pre1_Fragments_Particleshape&lt;/strong&gt; node attributes, and turn &lt;em&gt;Off&lt;/em&gt; the &lt;strong&gt;Visibility&lt;/strong&gt; option to hide them.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_33a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25395" alt="Fireworks_In_Maya_33a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_33a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Creating The Materials&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Now we will apply material shades to the particles. So, first select the &lt;strong&gt;Trail1&lt;/strong&gt; particle group, &lt;em&gt;Right-click&lt;/em&gt; and &lt;em&gt;hold&lt;/em&gt; it down in the viewport, then choose the &lt;strong&gt;Assign New Material&lt;/strong&gt; command in the fly out menu.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_34.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25396" alt="Fireworks_In_Maya_34" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_34.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This opens the &lt;strong&gt;Assign New Material&lt;/strong&gt; window. Here choose the &lt;strong&gt;Particle Cloud&lt;/strong&gt; node.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_34a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25397" alt="Fireworks_In_Maya_34a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_34a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;Now, rename the Particle cloud to &amp;#8220;&lt;strong&gt;Trail1_Shader&lt;/strong&gt;&amp;#8221; and also change it&amp;#8217;s color to Blue or something as you wish.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25398" alt="Fireworks_In_Maya_35" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Then click on the &lt;strong&gt;Life Transparency &lt;/strong&gt;checker box and in the &lt;strong&gt;Texture Node&lt;/strong&gt;, select the &lt;strong&gt;Ramp&lt;/strong&gt; texture node.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25399" alt="Fireworks_In_Maya_35a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Now, in the Attribute Editor of &lt;strong&gt;particleSampler Info1&lt;/strong&gt;, click &lt;em&gt;twice&lt;/em&gt; on the &lt;strong&gt;Input/Output&lt;/strong&gt; connection button to open the Ramp Attributes.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35b.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25400" alt="Fireworks_In_Maya_35b" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35b.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This opens the Ramp attributes panel.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35c.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25401" alt="Fireworks_In_Maya_35c" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_35c.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Now, in the &lt;strong&gt;Ramp Attributes&lt;/strong&gt;, keep the upper shade as &lt;strong&gt;White&lt;/strong&gt; and bottom shade as &lt;strong&gt;Black&lt;/strong&gt;, as shown in the image below.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_36.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25402" alt="Fireworks_In_Maya_36" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_36.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;Now, click on the &lt;strong&gt;Input/Output &lt;/strong&gt;connection button and then jump into the &lt;strong&gt;Trail1_Shader&lt;/strong&gt; attributes. And click on the &lt;strong&gt;Life Incandescence&lt;/strong&gt; checker box to connect the Ramp.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_37.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25403" alt="Fireworks_In_Maya_37" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_37.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;This time change the upper shade to &lt;strong&gt;Black&lt;/strong&gt; and the bottom shade to &lt;strong&gt;White&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_37a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25404" alt="Fireworks_In_Maya_37a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_37a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Next, jump into the &lt;strong&gt;Trail1_Shader&lt;/strong&gt; tab in the attribute editor, and change the &lt;strong&gt;Glow Intensity&lt;/strong&gt; value to &lt;strong&gt;0.500&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_38.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25405" alt="Fireworks_In_Maya_38" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_38.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;In same way, we have to apply the shader node onto the &lt;strong&gt;Spark1&lt;/strong&gt; particles. So, with the &lt;strong&gt;Spark1&lt;/strong&gt; particles group selected, &lt;em&gt;Right-click&lt;/em&gt; on the viewport and then choose &lt;strong&gt;Assign New Material&lt;/strong&gt; in the fly out menu.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_39.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25406" alt="Fireworks_In_Maya_39" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_39.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;After applying the &lt;strong&gt;Particle Cloud Shade&lt;/strong&gt; node, rename it to &amp;#8220;&lt;strong&gt;Spark_Shade1&lt;/strong&gt;&amp;#8220;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_39a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25407" alt="Fireworks_In_Maya_39a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_39a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;This time we change the particle shade color to Pink. Then, click on the &lt;strong&gt;Life Transparency&lt;/strong&gt; checker box to connect the &lt;strong&gt;Ramp&lt;/strong&gt; node.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_40.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25408" alt="Fireworks_In_Maya_40" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_40.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;After applying the Ramp shade node, keep the upper shade as &lt;strong&gt;White&lt;/strong&gt; and the bottom shade &lt;strong&gt;Black&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_41.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25409" alt="Fireworks_In_Maya_41" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_41.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Again, click on the &lt;strong&gt;Input/Output &lt;/strong&gt;connection button and jump again into the &lt;strong&gt;Spark_Shade1&lt;/strong&gt; attributes, and then click on the &lt;strong&gt;Life Incandescence&lt;/strong&gt; checker box to connect the Ramp for this, which was created before in the trail shader. Apply the same &lt;strong&gt;Ramp&lt;/strong&gt; texture node. This time, change the upper shade as black and the bottom shade as white.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_41a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25410" alt="Fireworks_In_Maya_41a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_41a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;Again jump into the &lt;strong&gt;Trail1_Shader&lt;/strong&gt; attributes, and this time keep the &lt;strong&gt;Glow Intensity&lt;/strong&gt; value at &lt;strong&gt;0.200&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_42.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25411" alt="Fireworks_In_Maya_42" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_42.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Rendering&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Let’s see what it looks like! Click on the &lt;strong&gt;Quick Render&lt;/strong&gt; button in the &lt;strong&gt;Render View&lt;/strong&gt;. It seems that we need to adjust the global glow effect.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_43.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25412" alt="Fireworks_In_Maya_43" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_43.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;First click on the &lt;strong&gt;IPR&lt;/strong&gt; render button in the &lt;strong&gt;Render View&lt;/strong&gt;, and then &lt;em&gt;drag&lt;/em&gt; to mark the test render area as shown in the image below.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_44.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25413" alt="Fireworks_In_Maya_44" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_44.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Now, go to &lt;strong&gt;Window &amp;gt; Render Editors &amp;gt; Hypershade&lt;/strong&gt;, to open the &lt;strong&gt;Hypershade&lt;/strong&gt; window.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_44a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25414" alt="Fireworks_In_Maya_44a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_44a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;In the &lt;strong&gt;Hypershade&lt;/strong&gt; window, select the &lt;strong&gt;Shader Glow&lt;/strong&gt; node in the &lt;strong&gt;Materials&lt;/strong&gt; tab to open the &lt;strong&gt;Shader Glow&lt;/strong&gt; node attribute panel, as shown in the image below.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_45.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25415" alt="Fireworks_In_Maya_45" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_45.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;In the &lt;strong&gt;Shader Glow&lt;/strong&gt; node attribute panel, you can adjust multiple things as per your needs. Here I have kept the &lt;strong&gt;Glow Intensity&lt;/strong&gt; value at &lt;strong&gt;0.500&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_45a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25416" alt="Fireworks_In_Maya_45a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_45a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;For multi-colored fireworks, I have created one more (in the same way) and changed its &lt;strong&gt;Shader Color&lt;/strong&gt; to &lt;strong&gt;Yellow&lt;/strong&gt; to make it look different.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_46.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25417" alt="Fireworks_In_Maya_46" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_46.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Now, we will start the rendering process to create the animated clip of the fireworks. So, open the &lt;strong&gt;Solvers&lt;/strong&gt; menu and then click on the &lt;strong&gt;Create Particle Disk Cache&lt;/strong&gt; options box.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_47.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25418" alt="Fireworks_In_Maya_47" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_47.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;In the &lt;strong&gt;Create Particle Disk Cach&lt;/strong&gt;e options box, check &lt;em&gt;On&lt;/em&gt; the &lt;strong&gt;All&lt;/strong&gt; radio button and then click on the &lt;strong&gt;Create&lt;/strong&gt; button. It will take a couple of seconds to cache the animation.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_47a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25419" alt="Fireworks_In_Maya_47a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_47a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;Now, click on &lt;strong&gt;Quick Render&lt;/strong&gt; to test one frame. It looks quite good now.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_48.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25420" alt="Fireworks_In_Maya_48" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_48.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;Now, we’ll render all the frames in sequence. So, first change the mode into &lt;strong&gt;Rendering&lt;/strong&gt; mode and then open the &lt;strong&gt;Render&lt;/strong&gt; menu. Click on &lt;strong&gt;Batch Render&lt;/strong&gt; to render the sequence for animation.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_49.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25421" alt="Fireworks_In_Maya_49" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_49.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;Once we have rendered the image sequence, it’s time to make an animated clip with these still images. For this, open After Effects, go to the &lt;strong&gt;Composition&lt;/strong&gt; menu and click on &lt;strong&gt;New Composition&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_50.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25422" alt="Fireworks_In_Maya_50" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_50.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;Now, import the image sequence which we have rendered in Maya.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_51.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25424" alt="Fireworks_In_Maya_51" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_51.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Locate the file sequence and select the &lt;em&gt;1st &lt;/em&gt;file and then click on &lt;strong&gt;Open&lt;/strong&gt;. Remember, since you are importing the images as a sequence, &lt;em&gt;always&lt;/em&gt; turn on the &lt;strong&gt;PNG Sequence&lt;/strong&gt; option.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_51a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25425" alt="Fireworks_In_Maya_51a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_51a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 10&lt;/h3&gt;&lt;p&gt;Now, all the images come into the project area as an image sequence. Select and drag it to the composition area. Now you can press play and see the animation. You can also do color correction and add extra glow if needed.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_52.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25426" alt="Fireworks_In_Maya_52" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_52.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 11&lt;/h3&gt;&lt;p&gt;Now, let’s render the animation to make it an animated clip. So go to the &lt;strong&gt;Composition &lt;/strong&gt;menu and click on the &lt;strong&gt;Pre-Render&lt;/strong&gt; command.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_53.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25427" alt="Fireworks_In_Maya_53" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_53.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Then click on the &lt;strong&gt;Render&lt;/strong&gt; button to render the selected layer.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_53a.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25428" alt="Fireworks_In_Maya_53a" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_53a.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 12&lt;/h3&gt;&lt;p&gt;After rendering the clip, you will see a beautiful animation of colorful fireworks. You can always tweak and play with the parameters to get more interesting results.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_54.jpg"&gt;&lt;img
class="alignnone size-full wp-image-25429" alt="Fireworks_In_Maya_54" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/Fireworks_In_Maya_54.jpg" width="600" height="400" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;p&gt;Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=JFx_UXZpXvI:0ie5S8yN5j8:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=JFx_UXZpXvI:0ie5S8yN5j8:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=JFx_UXZpXvI:0ie5S8yN5j8:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=JFx_UXZpXvI:0ie5S8yN5j8:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=JFx_UXZpXvI:0ie5S8yN5j8:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=JFx_UXZpXvI:0ie5S8yN5j8:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=JFx_UXZpXvI:0ie5S8yN5j8:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=JFx_UXZpXvI:0ie5S8yN5j8:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/autodesk-maya/creating-fireworks-with-particles-in-maya/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Product Modeling and Rendering in Cinema 4D – Part 2</title><link>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/product-modeling-and-rendering-in-cinema-4d-part-2/</link> <comments>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/product-modeling-and-rendering-in-cinema-4d-part-2/#comments</comments> <pubDate>Thu, 13 Jun 2013 10:15:32 +0000</pubDate> <dc:creator>Aleksey Voznesenski</dc:creator> <category><![CDATA[Cinema4D]]></category> <category><![CDATA[Cinema 4D]]></category> <category><![CDATA[Rendering]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25232</guid> <description>&lt;div
class="seriesmeta"&gt;This entry is part 2 of 2 in the series &lt;a
href="http://cg.tutsplus.com/series/product-modeling-and-rendering-in-cinema-4d/" class="series-819" title="Product Modeling and Rendering in Cinema 4D"&gt;Product Modeling and Rendering in Cinema 4D&lt;/a&gt;&lt;/div&gt;&lt;p&gt;In this two part tutorial, Aleksey Voznesenski takes you through the process of Modeling, Texturing, Lighting and Rendering a high poly lipstick container in Cinema 4D. Lessons include, box modeling, understanding Hypernurbs, creating and applying materials, setting up quick preview renders to adjust lighting, and finally how to enable Global Illumination and tweak settings for your final high quality product render.&lt;span
id="more-25232"&gt;&lt;/span&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;h4&gt;Tutorial&lt;/h4&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/wUJ-WdNshp0?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;Use the link below to download this tutorial for offline viewing.&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="https://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/C4D_Lipstick_Part_2.rar"&gt;Download (Video)&lt;/a&gt;&lt;/li&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;We’ve published a few related tutorials you might also be interested in:&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/low-poly-paper-tree-creation-gi-baking-in-cinema-4d/"&gt;Low-Poly Paper Tree Creation &amp;#038; GI Baking in Cinema 4D&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/series/earth-cross-section-animation/"&gt;Create a Stylish Earth Cross-Section Animation with Cinema 4D&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/materials-101-working-with-materials-in-cinema-4d/"&gt;Materials 101 – Working With Materials In Cinema 4D&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt; Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=OFyn2DV5wes:-6UjqwaiUD0:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=OFyn2DV5wes:-6UjqwaiUD0:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=OFyn2DV5wes:-6UjqwaiUD0:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=OFyn2DV5wes:-6UjqwaiUD0:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=OFyn2DV5wes:-6UjqwaiUD0:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=OFyn2DV5wes:-6UjqwaiUD0:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=OFyn2DV5wes:-6UjqwaiUD0:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=OFyn2DV5wes:-6UjqwaiUD0:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/product-modeling-and-rendering-in-cinema-4d-part-2/feed/</wfw:commentRss> <slash:comments>3</slash:comments> <series:name><![CDATA[Product Modeling and Rendering in Cinema 4D]]></series:name> </item> <item><title>Deconstructing the Mountains of TRON: Legacy with Joel LeLièvre</title><link>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/deconstructing-the-mountains-of-tron-legacy-with-joel-lelievre/</link> <comments>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/deconstructing-the-mountains-of-tron-legacy-with-joel-lelievre/#comments</comments> <pubDate>Tue, 11 Jun 2013 11:20:46 +0000</pubDate> <dc:creator>Joel LeLièvre</dc:creator> <category><![CDATA[3D Studio Max]]></category> <category><![CDATA[Film Deconstruction]]></category> <category><![CDATA[Modeling]]></category> <category><![CDATA[VFX]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25233</guid> <description>&lt;p&gt;When &lt;em&gt;TRON&lt;/em&gt; was released way back in 1982, it blew people&amp;#8217;s minds with it&amp;#8217;s cool visual style and cutting edge effects. And it&amp;#8217;s sequel, 2010&amp;#8242;s &lt;em&gt;TRON: Legacy&lt;/em&gt; was no different. The film featured amazing art direction, stunning visuals and some of the coolest effects we&amp;#8217;ve seen yet.&lt;/p&gt;&lt;p&gt;Today we&amp;#8217;re welcoming one of the men responsible, Visual Effects Artist Joel LeLièvre, who served as a CG Supervisor on the film. In this tutorial, Joel will take you inside Tron: Legacy where he&amp;#8217;ll deconstruct one of the many shots he worked on for the film. And show you how he used a combination of 3D Studio Max and PFlow to create a versatile system used to construct the distinct mountains seen in the film&amp;#8217;s Solar Sailor sequence.&lt;span
id="more-25233"&gt;&lt;/span&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;p&gt;&lt;strong&gt;Additional Files/ Scripts:&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://source.tutsplus.com/cg/tutorials/Project_Files/0021_Tron_Legacy/Tron_Legacy_Project_Files.rar"&gt;Download the 3ds Max scene file(s) for this project&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://www.scriptspot.com/bobo/mxs5/pflow/pflow__snapshot_as_mesh.htm"&gt;Grab the &amp;#8220;Snapshot As Mesh&amp;#8221; Script from Scriptspot&lt;/a&gt; &lt;em&gt;(courtesy of Bobo!)&lt;/em&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;h3&gt;Tutorial&lt;/h3&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/6wnGHgS0njI?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;p&gt;&lt;strong&gt;Note*&lt;/strong&gt; &lt;em&gt;All images and references of TRON: Legacy, used in the making of this tutorial are the property of Walt Disney Pictures.&lt;/em&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;Use the link below to download this tutorial for offline viewing.&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="https://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/Max_Tron_Legacy_Mountains.rar"&gt;Download (Video)&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;p&gt;Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=n24T_bknh3g:cQLqTpxkC7k:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=n24T_bknh3g:cQLqTpxkC7k:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=n24T_bknh3g:cQLqTpxkC7k:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=n24T_bknh3g:cQLqTpxkC7k:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=n24T_bknh3g:cQLqTpxkC7k:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=n24T_bknh3g:cQLqTpxkC7k:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=n24T_bknh3g:cQLqTpxkC7k:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=n24T_bknh3g:cQLqTpxkC7k:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/deconstructing-the-mountains-of-tron-legacy-with-joel-lelievre/feed/</wfw:commentRss> <slash:comments>3</slash:comments> </item> <item><title>Model the Canon EFS 55-250mm Zoom Lens in 3D Studio Max: Part 1</title><link>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-the-canon-efs-55-250mm-zoom-lens-in-3d-studio-max-part-1/</link> <comments>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-the-canon-efs-55-250mm-zoom-lens-in-3d-studio-max-part-1/#comments</comments> <pubDate>Mon, 10 Jun 2013 10:15:11 +0000</pubDate> <dc:creator>Stefan Surmabojov</dc:creator> <category><![CDATA[3D Studio Max]]></category> <category><![CDATA[3ds Max]]></category> <category><![CDATA[Modeling]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25133</guid> <description>&lt;p&gt;In this new multi-part tutorial series from brothers Stefan and Andrew Surmabojov, you&amp;#8217;ll learn how to create a stunning 36 second fake video advertisement for the Canon EP-S 50-250mm zoom lens, from the ground up. The first three parts of the series delve into the model&amp;#8217;s creation, as you work through the entire process of building the lens from scratch with Andrew using 3D Studio Max. Throughout the modeling process, you&amp;#8217;ll use a careful balance of poly modeling and subdivision techniques to accurately re-construct the lens&amp;#8217; many details.&lt;span
id="more-25133"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;After the model is finalized and ready for the next step, you&amp;#8217;ll take it into Cinema 4D, where Stefan will teach you how to add realistic textures and materials, build the scene lighting and prepare the model for rendering. Where you&amp;#8217;ll first create a nice pack shot and then setup some animations, which will later be used for the final composite in After Effects.&lt;/p&gt;&lt;hr
/&gt; &lt;strong&gt;Additional Files:&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://source.tutsplus.com/cg/tutorials/Project_Files/0020_Max_Canon_Lens_Reference/Max_Canon_EFS_Zoom_Lens_Reference.rar"&gt;Download the Reference Images.&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;h3&gt;Tutorial&lt;/h3&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/1U0tOz6-cgE?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; Click the &amp;#8216;Box&amp;#8217; icon to view the tutorial in full-screen HD.&lt;/p&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;Use the links below to download this tutorial for offline viewing.&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/Max_Canon_EFS_Zoom_Lens_Part_1.rar"&gt;Download (Video)&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;p&gt;Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=dVfXUSILDZY:-IcSt6xeMH4:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=dVfXUSILDZY:-IcSt6xeMH4:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=dVfXUSILDZY:-IcSt6xeMH4:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=dVfXUSILDZY:-IcSt6xeMH4:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=dVfXUSILDZY:-IcSt6xeMH4:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=dVfXUSILDZY:-IcSt6xeMH4:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=dVfXUSILDZY:-IcSt6xeMH4:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=dVfXUSILDZY:-IcSt6xeMH4:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-the-canon-efs-55-250mm-zoom-lens-in-3d-studio-max-part-1/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Advanced Poly Modeling – Tassimo T-65 Home Brewing Station: Part 6</title><link>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/advanced-poly-modeling-tassimo-t-65-home-brewing-station-part-6/</link> <comments>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/advanced-poly-modeling-tassimo-t-65-home-brewing-station-part-6/#comments</comments> <pubDate>Fri, 07 Jun 2013 20:00:49 +0000</pubDate> <dc:creator>Ben Tate</dc:creator> <category><![CDATA[3D Studio Max]]></category> <category><![CDATA[Modeling]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25201</guid> <description>&lt;div
class="seriesmeta"&gt;This entry is part 6 of 6 in the series &lt;a
href="http://cg.tutsplus.com/series/advanced-poly-modeling-tassimo-t-65/" class="series-802" title="Advanced Poly Modeling: Tassimo T-65"&gt;Advanced Poly Modeling: Tassimo T-65&lt;/a&gt;&lt;/div&gt;&lt;p&gt;In the sixth part of the T-65 series, we&amp;#8217;ll finally start work on the back portion of the machine and tackle the water tank&amp;#8217;s base, this is one of the more challenging parts of the model and will require us to carefully construct the basemesh in preparation for subdivision. With the tank base complete, we move onto create the remaining details on the back panel, and finish things off by adding thickness and supporting geometry.&lt;span
id="more-25201"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Project Overview:&lt;/strong&gt;&lt;br
/&gt; In this new tutorial series focused on product modeling and rendering, we&amp;#8217;ll create the Tassimo T-65 Home Brewing Station from Bosch. Starting in 3d Studio Max we&amp;#8217;ll use a few simple blueprint images to do a block-out of the base, and then begin the process of breaking down and refining the model using more advanced poly modeling techniques to create the final High-res asset. Later lessons will include UVMapping, Texturing, creating V-Ray materials and finally building a suitable studio lighting rig and rendering out the model with V-Ray.&lt;/p&gt;&lt;hr
/&gt;&lt;p&gt;&lt;strong&gt;Additional Files/ Plugins:&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://source.tutsplus.com/cg/tutorials/Project_Files/0006_Max_Tassimo_PT1/Tassimo_T65_Blueprints.zip"&gt;Download the Blueprint images for this tutorial&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://source.tutsplus.com/cg/tutorials/Project_Files/0006_Max_Tassimo_PT1/Tassimo_T65_Reference_Images.zip"&gt;Download the Reference images for this tutorial&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt; &lt;em&gt;Intro Song &amp;#8220;&lt;a
href="http://audiojungle.net/item/no-way-out/411034?sso?WT.ac=category_item&amp;#038;WT.seg_1=category_item&amp;#038;WT.z_author=pinkzebra"&gt;No Way Out&lt;/a&gt;&amp;#8221; available for purchase from &lt;a
href="http://audiojungle.net/"&gt;AugleJungle.&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;h3&gt;Video 1&lt;/h3&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/G_0NQqsuuAs?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Note:&lt;/em&gt;&lt;/strong&gt; Click the &amp;#8216;Box&amp;#8217; icon to view the tutorial in full-screen HD (all videos available in &lt;strong&gt;1080p&lt;/strong&gt;.)&lt;/p&gt;&lt;hr
/&gt;&lt;h3&gt;Video 2&lt;/h3&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/5j6EChjoKu4?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;hr
/&gt;&lt;h3&gt;Video 3&lt;/h3&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/2nqnZptK9J4?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;hr
/&gt;&lt;h3&gt;Video 4&lt;/h3&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/LUMCScnvJ78?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;Use the links below to download this tutorial for offline viewing.&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/Tassimo_Part_6_Tutorial_Videos_A.rar"&gt;Download A (Videos 1&amp;#038;2)&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/Tassimo_Part_6_Tutorial_Videos_B.rar"&gt;Download B (Videos 3&amp;#038;4)&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;p&gt;Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=jUwWxEeKW5U:W2QF_vu2WJY:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=jUwWxEeKW5U:W2QF_vu2WJY:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=jUwWxEeKW5U:W2QF_vu2WJY:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=jUwWxEeKW5U:W2QF_vu2WJY:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=jUwWxEeKW5U:W2QF_vu2WJY:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=jUwWxEeKW5U:W2QF_vu2WJY:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=jUwWxEeKW5U:W2QF_vu2WJY:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=jUwWxEeKW5U:W2QF_vu2WJY:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/advanced-poly-modeling-tassimo-t-65-home-brewing-station-part-6/feed/</wfw:commentRss> <slash:comments>5</slash:comments> <series:name><![CDATA[Advanced Poly Modeling: Tassimo T-65]]></series:name> </item> <item><title>Cgtuts+ Workshop #49 Modern Hill House</title><link>http://cg.tutsplus.com/articles/workshop/cgtuts-workshop-49-modern-hill-house/</link> <comments>http://cg.tutsplus.com/articles/workshop/cgtuts-workshop-49-modern-hill-house/#comments</comments> <pubDate>Wed, 05 Jun 2013 08:00:54 +0000</pubDate> <dc:creator>Ben Tate</dc:creator> <category><![CDATA[Workshop]]></category> <category><![CDATA[tuts-workshop]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25154</guid> <description>&lt;p&gt;CgWorkshops are an ongoing community project, where we feature work created by members of the Cgtuts+ community, and ask you to provide feedback and constructive criticism on their work. It’s a great way to learn more about the intricacies of computer graphics, express your viewpoint, and have your own work critiqued by your fellow artists!&lt;span
id="more-25154"&gt;&lt;/span&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;h3&gt;Quick Ground Rules&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Be nice! We’ve deliberately chosen work that isn’t perfect, so please be constructive with any criticism.&lt;/li&gt;&lt;li&gt;Feel free to offer any type of advice on – Modeling, Texturing, Materials, Lighting, Rendering, Composition, etc.&lt;/li&gt;&lt;li&gt;You can also link to another render that you feel offers a great example of this type of content done exceptionally well.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;So let&amp;#8217;s get to it, here&amp;#8217;s this week&amp;#8217;s entry created by Maximilian Auer!&lt;/p&gt;&lt;hr
/&gt;&lt;h3&gt;Modern Hill House&lt;/h3&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href='http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/CgWorkshop49_Modern_Houes_Large.jpg'&gt; &lt;img
alt="Cgtuts+ Workshop Artist Render Critique Modern Hill House" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/06/CgWorkshop49_Modern_Houes_Preview.jpg" /&gt;&lt;/a&gt;Click To Enlarge&lt;br
/&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;A Little Background&lt;/h3&gt;&lt;p&gt;Hi! My name is Maximilian Auer and I&amp;#8217;m 17 years old. I&amp;#8217;m very proud to show my newest piece of work in this Cg Workshop. I saw a similar house when I was on holiday and that was what brought me back to try doing Architectural Visualizations.&lt;/p&gt;&lt;p&gt;This one is my newest piece of work and I hope that you like it. It contains a new lightning setup that I have created. In addition, I also tried to make the materials more realistic and spend some more time in post. All of the work was created inside 3ds Max with V-Ray and Photoshop.&lt;/p&gt;&lt;p&gt;Thanks in advance for giving me some constructive feedback on my work. And also feel free to visit my website ;)&lt;/p&gt;&lt;hr
/&gt;&lt;div
class="tutorial_image"&gt;&lt;h5&gt;Also be sure to check out more of Maximilian&amp;#8217;s work in his &lt;a
href="http://maxauer.portfoliobox.net"&gt;Portfolio!&lt;/a&gt;&lt;/h5&gt;&lt;/div&gt;&lt;hr
/&gt; Please let us know what you think in the comments – how would you have approached this project or done things differently? Any thoughts on how it could be improved or taken to the next level. Chime in below!&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Interested in submitting your own video or 3D render? You can submit your own work &lt;a
href="http://www.formstack.com/forms/envato-tuts_workshop"&gt;here&lt;/a&gt; to have it featured in a future Cgtuts+ Workshop!&lt;/strong&gt;&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=RcyIDOuVnJk:4sgDAgIazCM:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=RcyIDOuVnJk:4sgDAgIazCM:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=RcyIDOuVnJk:4sgDAgIazCM:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=RcyIDOuVnJk:4sgDAgIazCM:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=RcyIDOuVnJk:4sgDAgIazCM:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=RcyIDOuVnJk:4sgDAgIazCM:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=RcyIDOuVnJk:4sgDAgIazCM:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=RcyIDOuVnJk:4sgDAgIazCM:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/articles/workshop/cgtuts-workshop-49-modern-hill-house/feed/</wfw:commentRss> <slash:comments>3</slash:comments> </item> <item><title>Product Modeling and Rendering in Cinema 4D – Part 1</title><link>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/product-modeling-and-rendering-in-cinema-4d-part-1/</link> <comments>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/product-modeling-and-rendering-in-cinema-4d-part-1/#comments</comments> <pubDate>Tue, 04 Jun 2013 11:50:13 +0000</pubDate> <dc:creator>Aleksey Voznesenski</dc:creator> <category><![CDATA[Cinema4D]]></category> <category><![CDATA[Cinema 4D]]></category> <category><![CDATA[Modeling]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25128</guid> <description>&lt;div
class="seriesmeta"&gt;This entry is part 1 of 2 in the series &lt;a
href="http://cg.tutsplus.com/series/product-modeling-and-rendering-in-cinema-4d/" class="series-819" title="Product Modeling and Rendering in Cinema 4D"&gt;Product Modeling and Rendering in Cinema 4D&lt;/a&gt;&lt;/div&gt;&lt;p&gt;In this two part tutorial, Aleksey Voznesenski takes you through the process of Modeling, Texturing, Lighting and Rendering a high poly lipstick container in Cinema 4D. Lessons include, box modeling, understanding Hypernurbs, creating and applying materials, setting up quick preview renders to adjust lighting, and finally how to enable Global Illumination and tweak settings for your final high quality product render.&lt;span
id="more-25128"&gt;&lt;/span&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;h4&gt;Tutorial&lt;/h4&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/9dbTBaJ85FA?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;Use the link below to download this tutorial for offline viewing.&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/C4D_Lipstick_Part_1.rar"&gt;Download (Video)&lt;/a&gt;&lt;/li&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;We’ve published a few related tutorials you might also be interested in:&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/low-poly-paper-tree-creation-gi-baking-in-cinema-4d/"&gt;Low-Poly Paper Tree Creation &amp;#038; GI Baking in Cinema 4D&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/series/earth-cross-section-animation/"&gt;Create a Stylish Earth Cross-Section Animation with Cinema 4D&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/materials-101-working-with-materials-in-cinema-4d/"&gt;Materials 101 – Working With Materials In Cinema 4D&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt; Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=t6qRRdeinrQ:xGvg2lTiERQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=t6qRRdeinrQ:xGvg2lTiERQ:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=t6qRRdeinrQ:xGvg2lTiERQ:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=t6qRRdeinrQ:xGvg2lTiERQ:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=t6qRRdeinrQ:xGvg2lTiERQ:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=t6qRRdeinrQ:xGvg2lTiERQ:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=t6qRRdeinrQ:xGvg2lTiERQ:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=t6qRRdeinrQ:xGvg2lTiERQ:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/product-modeling-and-rendering-in-cinema-4d-part-1/feed/</wfw:commentRss> <slash:comments>1</slash:comments> <series:name><![CDATA[Product Modeling and Rendering in Cinema 4D]]></series:name> </item> <item><title>Game Character Creation Series: Kila Chapter 1 – High Resolution Modeling</title><link>http://cg.tutsplus.com/tutorials/general-workflow/game-character-creation-series-kila-chapter-1-high-resolution-modeling/</link> <comments>http://cg.tutsplus.com/tutorials/general-workflow/game-character-creation-series-kila-chapter-1-high-resolution-modeling/#comments</comments> <pubDate>Thu, 30 May 2013 12:30:31 +0000</pubDate> <dc:creator>Antony Ward</dc:creator> <category><![CDATA[General Workflow]]></category> <category><![CDATA[Character]]></category> <category><![CDATA[Game Development]]></category> <category><![CDATA[Modeling]]></category> <category><![CDATA[Theory]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=24776</guid> <description>&lt;div
class="seriesmeta"&gt;This entry is part 1 of 1 in the series &lt;a
href="http://cg.tutsplus.com/series/game-character-creation-series-kila/" class="series-818" title="Game Character Creation Series: Kila"&gt;Game Character Creation Series: Kila&lt;/a&gt;&lt;/div&gt;&lt;p&gt;Today we&amp;#8217;re extremely excited to welcome veteran 3D artist, character modeler and author, Antony Ward to the site as we launch an amazing new software independent tutorial series, for all you aspiring character modelers and game artists.&lt;/p&gt;&lt;p&gt;Over the course of this extremely in-depth series, you&amp;#8217;ll learn the techniques and theory behind creating a stylized, high quality female character for modern games. Focused on traditional poly-modeling, rather then digital sculpting techniques, this series will help you build a solid foundation and a true understanding of the character creation process.&lt;/p&gt;&lt;p&gt;With nearly 20 years of production experience in some of the game industries top studios, Antony offers invaluable insight into the various aspects of professional character creation. Staring from the very basics, you&amp;#8217;ll learn how to prepare, gather reference and get started in your 3D app of choice. Before moving onto the fundamentals every good character artists needs to know, including understanding anatomy and the importance of working with correct topology. Finally you&amp;#8217;ll learn how to add additional detail and bring your character to life by creating clothing, hair and accessories.&lt;span
id="more-24776"&gt;&lt;/span&gt;&lt;/p&gt;&lt;hr
/&gt;&lt;p&gt;&lt;strong&gt;Additional Files/ Plugins:&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_02.jpg"&gt;Download the Kila concept art.&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a
href="http://source.tutsplus.com/cg/tutorials/Project_Files/0019_Killa_Part1/Cgtuts_Killa_PT1_Model_Antony_Ward.rar"&gt;Download the Kila model.&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;h2&gt;Introduction&lt;/h2&gt;&lt;p&gt;It’s been over a decade since I released my first book, &lt;a
href="http://www.amazon.com/Game-Character-Development-Maya-Antony/dp/073571438X/ref=sr_1_1?ie=UTF8&amp;amp;qid=1369029913&amp;amp;sr=8-1&amp;amp;keywords=Game+Character+Development+with+Maya"&gt;“Game Character Development in Maya”&lt;/a&gt; and as you can imagine, the process for creating game ready characters has moved on quite a bit. With that said, I have to point out that many of the techniques shared in the book are still relevant to today&amp;#8217;s game character developers, riggers and animators.&lt;/p&gt;&lt;p&gt;With this tutorial we will bring the game character process up to date as you work through an updated process for creating a re-imagining of one of the book&amp;#8217;s main characters, Kila.&lt;/p&gt;&lt;p&gt;In this, the first part of the course, you will begin by generating a high resolution model to use as a base, not only for generating detail maps but also for your actual game model.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_28.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24813" alt="KilaPart01_28" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_28.jpg" width="500" height="811" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;If game art isn&amp;#8217;t your thing then please stick around, as you can also treat this tutorial as a one off course on high polygon character creation.&lt;/p&gt;&lt;hr
/&gt;&lt;h2&gt;Step 1 – Preparation&lt;/h2&gt;&lt;p&gt;The first step on any project should be some degree of preparation. Even the most experienced of artists will take some time to assess what needs to be done, and the ideal approach.&lt;/p&gt;&lt;p&gt;Part of this could include evaluating the best application to use, or it could simply involve gathering reference material to work from.&lt;/p&gt;&lt;p&gt;With this project you already have the following concept to work from.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_02.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24787" alt="KilaPart01_02" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_02.jpg" width="600" height="849" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;p&gt;Even though she is quite stylized it’s just as important to refer to real world anatomy rules so search out some good anatomy reference, as well as clothing images too so you can refer to cloth and the way it hangs on around the body.&lt;/p&gt;&lt;div
class="tutorial_image"&gt;&lt;h5&gt;&lt;i&gt;&lt;a
href="http://www.3d.sk/"&gt; 3d.sk&lt;/a&gt; is a great source for reference imagery.&lt;/i&gt;&lt;/h5&gt;&lt;/div&gt;&lt;p&gt;Once you have your reference gathered and ready, your next decision is how you’re going to create this first version of Kila.&lt;/p&gt;&lt;p&gt;Every artist has their own approach to creating high resolution characters. Some will dive right into a sculpting application like ZBrush, while others are more comfortable beginning with box modeling. In this tutorial we will use Subdivision Surfaces, why? Well, we are doing this for a number of reasons.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Using Subdivision Surfaces can give your model a high detailed look, while keeping the topology low and manageable.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Building Kila from the ground up with Subdivision Surfaces will not only give us a high resolution model, but also the foundations for your game model.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Subdivision Surfaces can be found in most major 3D applications meaning anyone can pick up and follow this tutorial, no matter what your application of choice may be.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;With all that in mind let&amp;#8217;s dive in and start building.&lt;/p&gt;&lt;hr
/&gt;&lt;h2&gt;Step 2 – Blocking in the Upper Body&lt;/h2&gt;&lt;p&gt;It&amp;#8217;s never a good idea to rush ahead and focus all your efforts on a single area of your character. This can lead to proportion issues as you lose a sense of how everything balances out. Blocking out the main forms early can eliminate the need for any major changes further down the line.&lt;/p&gt;&lt;p&gt;Let’s start by blocking out Kila&amp;#8217;s torso, arms and head.&lt;/p&gt;&lt;p&gt;Begin with three primitives which will give you the foundations for Kila&amp;#8217;s torso, left arm and left breast.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; First create a Cylinder with &lt;strong&gt;12&lt;/strong&gt; divisions around the axis and roughly &lt;strong&gt;8&lt;/strong&gt; divisions high.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Add to this a Sphere with &lt;strong&gt;6&lt;/strong&gt; divisions both around and along the axis.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Finally create a second Cylinder, this time with &lt;strong&gt;8&lt;/strong&gt; divisions around the axis and &lt;strong&gt;6&lt;/strong&gt; divisions high.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_03.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24788" alt="KilaPart01_03" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_03.jpg" width="640" height="640" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;You are only creating one arm and breast because the idea is to concentrate on one side of Kila and then mirror this across. You can do this because at this stage both sides are symmetrical, so there is no sense in doing twice the work.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; With those ready you can now adjust each edge loop in turn to give them a little more shape.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Next reposition the arm and chest so they lie roughly where they would naturally be.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Make sure you rotate the sphere so you have an edge loop running vertically. This will make it easier to attach to the torso next.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_04.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24789" alt="KilaPart01_04" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_04.jpg" width="640" height="469" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;The next step is to combine each element so you have a single model and then begin welding them to create a single seamless mesh.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Working on the torso, next remove the geometry which lies in the same area as the sphere.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Now delete the back half of the sphere.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; With the space opened up you can now begin welding each vertex on the sphere, to the closest vertex on the torso.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_05.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24790" alt="KilaPart01_05" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_05.jpg" width="640" height="216" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;You may need to stray outside the immediate area, especially for the upper chest, and don&amp;#8217;t be afraid to adjust the overall shape as you work so it looks more natural.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Now move around to the arm and follow the same steps, welding the vertices which are closet. This will help to keep the topology clean, and organized.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Once you have one side pretty much ready, delete the left side of the model, and then mirror and combine to make the upper body whole.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_06.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24791" alt="KilaPart01_06" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_06.jpg" width="640" height="420" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 3 – Blocking in the Head and Hands&lt;/h2&gt;&lt;p&gt;With the main torso in place it’s relatively easy to add the head and the hands. All you need to do is Extrude, and Reshape.&lt;/p&gt;&lt;p&gt;At this stage you may also want to add a subdivision to your model so you can see how it will look once smoothed.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; For the head, add extra geometry to close in the open area around the upper body, making sure you leave a circular area to form the base for the neck.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Now use an Extrude to pull the geometry up and form the neck and the base for the head.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Continue to Extrude the geometry, first out and then up to create a basic head shape.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;4.&lt;/strong&gt; Finally close the top of the head, making sure you use only quads. It’s important to keep the model quad based at this stage to retain a smooth and even surface as you add more detail.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_07.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24792" alt="KilaPart01_07" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_07.jpg" width="640" height="435" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;With the base for the head built you can now move on and create the hands. Again you can use Extrudes to help form the fingers.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; First add a few extra extrusions to the wrist to give you some topology to work with.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Next, Extrude three quads, keeping them separate. This will form the base for your first three fingers.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Add another two Extrudes to these fingers to flesh them out. Each segment should correspond to a joint in the finger.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_08.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24793" alt="KilaPart01_08" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_08.jpg" width="640" height="274" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;You now have a basic hand, but with only three fingers. Good for some characters, but not Kila.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Focus on the wrist area again and use another Extrude, but this time pull the geometry out to the front giving you &lt;strong&gt;8&lt;/strong&gt; new quads.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; This will act as the base for the index finger and thumb, which you can now form by using more extrusions, just as you did with the fingers.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_09.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24794" alt="KilaPart01_09" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_09.jpg" width="640" height="441" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;With the hands added you now have a great base mesh for the upper body, and in its current state this could easily be taken into a sculpting application to be subdivided and worked further upon.&lt;/p&gt;&lt;p&gt;At this stage you could move on and begin working more detail into the model, but before you do spend a little time adjusting the shape and the proportions to match the style you are after.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_10.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24795" alt="KilaPart01_10" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_10.jpg" width="640" height="478" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 4 – Torso Detail&lt;/h2&gt;&lt;p&gt;Now that the foundations are in place you can start to flesh out, (pardon the pun) the upper body.&lt;/p&gt;&lt;p&gt;This is the stage where your reference material is crucial as you will be focusing on building in muscle masses, as well as key anatomic structures.&lt;/p&gt;&lt;p&gt;As you are using Subdivision Surfaces you need to keep an eye on the topology. You can`t simply slice the surface and move the vertices. Every polygon counts and will impact on how the model looks.&lt;/p&gt;&lt;p&gt;This may seem like a nightmare way to work, but you will find it challenging, and in a weird way relaxing, sort of like a virtual jigsaw puzzle.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Start by adding in a few extra edge rings around key areas like the stomach.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Continue to work in more geometry, but only where you need it, to help define more major muscle masses and skeletal structures.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; As you work you will find that the edges begin to flow naturally into each other, which is exactly what you are looking for. Just go with the flow.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;4.&lt;/strong&gt; Remember to keep the topology to a minimum, so feel free to revisit an area and optimize it if you are experiencing pinching or bulging on the surface.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;5.&lt;/strong&gt; When your happy with her front, turn around and begin working in the shoulder blades and her spine using the same method.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;6.&lt;/strong&gt; As a final step, push her chest up and together slightly. You are doing this because Kila is wearing a shirt, so we need to adjust the anatomy to reflect the fact her chest is held by the clothing.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_11.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24796" alt="KilaPart01_11" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_11.jpg" width="640" height="1227" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;At this stage you don&amp;#8217;t need to worry about sticking to a purely quad based model. To get the right amount of detail you will need the odd n-gon to achieve the correct surface shapes.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_12.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24797" alt="KilaPart01_12" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_12.jpg" width="640" height="617" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 5 – Arm and Hand Detail&lt;/h2&gt;&lt;p&gt;You are probably starting to get to grips with Subdivision Surfaces now, and no matter which area you work upon the rules stay the same. Basically keep your topology clean and to a minimum, and remove anything which is not needed.&lt;/p&gt;&lt;p&gt;At the end of the day if you are not sure how to approach an area, experiment. So long as you build up the details in stages, or layers, you can&amp;#8217;t go wrong.&lt;/p&gt;&lt;p&gt;You can follow the same steps as you did with the torso now on the arm and hand.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Working from the shoulder, move down the arm adding in the main muscle details. You begin at the shoulder because this will no doubt have some stray edge loops left over from the upgrade of the torso.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; For the hand begin by adding in extra edge loops around each knuckle, this will give you the topology to begin shaping these major joints.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_13.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24798" alt="KilaPart01_13" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_13.jpg" width="640" height="755" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; If it’s easier, why not focus on one finger and when it’s fully constructed duplicate it for the others?&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_14.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24799" alt="KilaPart01_14" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_14.jpg" width="640" height="389" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 6 – Head Detail&lt;/h2&gt;&lt;p&gt;The final major area to work on now is the head, and again we can follow our simple rules to add some much needed detail here too.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Focus on the face first, slicing horizontally and vertically to give you more geometry to work with.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; For the nose use an Extrude to literally pull it out of her face to give you the main nose and nostrils.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Start reshaping as you work to mold the head into Kila.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;4.&lt;/strong&gt; When you are happy with how things are looking, create three holes. One for each eye and one for her mouth. Make sure these are enclosed by edge rings to help retain their shape, and avoid poles.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;5.&lt;/strong&gt; Now you have the main cavities you can continue to reshape the head as a whole. Adding a temporary sphere for each eye will also help as you form her eye lids.Be sure to also keep referring to real muscle reference as you work. How the topology is constructed around the face will dictate how well you can achieve facial expressions so form your edge loops around natural muscle lines.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_15.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24800" alt="KilaPart01_15" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_15.jpg" width="640" height="963" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 7 – Building the Ear&lt;/h2&gt;&lt;p&gt;The torso and head are built, but she still needs her ears so let’s focus on those now.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; First create a hole in the side of Kila&amp;#8217;s head. This sounds dramatic, but don&amp;#8217;t worry, it won&amp;#8217;t hurt her.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Now Extrude the edges of the hole out to form the foundations for the ear.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Fill this hole and begin carving in the major areas of the ear, staring with the outer Helix and working your way inwards adding more detail as you go.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_16.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24801" alt="KilaPart01_16" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_16.jpg" width="640" height="610" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;With the ear built the upper body is now completed. Well, I say completed but I am sure you could tweak and adjust it a lot more.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_17.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24802" alt="KilaPart01_17" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_17.jpg" width="640" height="513" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;Now you have a torso and head fully built why not put this to one side. Having a pre-built model means you can reuse this on a future project, saving you precious time. All you may need to do is add legs and feet.&lt;/p&gt;&lt;hr
/&gt;&lt;h2&gt;Step 8 – Adding the Base Shirt and Jeans&lt;/h2&gt;&lt;p&gt;Because you have taken the time to create Kila`s torso first, you can use it to kick start how you build her shirt. Looking at the concept image her shirt is almost skin tight, which is good for us as we can pretty much duplicate the torso and use it directly.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Create a copy of the torso and delete any geometry you don&amp;#8217;t need. So anything outside the surface of the shirt, including the head and arms.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Continue to work on the overall shape now, refining it until you have a nice even model which is more of a “shirt” shape.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; With the basics in place, and just like we did with the torso, you can start to layer up the details. Adding in folds and creases, plus the seams around the fabric.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_18.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24803" alt="KilaPart01_18" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_18.jpg" width="500" height="793" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;You don&amp;#8217;t currently have any legs to kick start the creation of her jeans, but each leg is basically a cylinder, right? So it shouldn&amp;#8217;t be too difficult to generate a good starting point.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Form the base for the jeans by creating an initial cylinder, and then working down. You only need basic geometry at this stage.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; It’s then a case of following the same procedure as we have with the rest of the model. Adding geometry steadily, working in the natural folds and creases of the cloth, and removing any topology you don&amp;#8217;t need.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_19.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24804" alt="KilaPart01_19" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_19.jpg" width="640" height="284" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Working in layers will allow you to build up the details gradually, so start big and then go smaller before finally building any extra&amp;#8217;s you may need like the pockets and seams.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_20.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24805" alt="KilaPart01_20" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_20.jpg" width="640" height="569" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 9 – Building the Shoes&lt;/h2&gt;&lt;p&gt;The body and clothing are all in, and pretty much complete, but she is still missing a few key areas. The first of which are her feet, which are tucked into sneakers. Now, I realize in the concept image Kila is wearing boots rather than sneakers but in this instance you can steer away from the concept as these will look much better, and are more in keeping with the original Kila.&lt;/p&gt;&lt;p&gt;This time you are treating the shoes as a separate element, so they will need building from scratch.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Start with a cube and adjust this, while also adding more divisions, to form the basic shape of the sneakers sole.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; From this you can duplicate key polygons and reshape them to form the main panels which will lie over her feet.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; With the basics in place you can then begin adding more details, like the studs the laces will be threaded through. These are simply formed from cylinders.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_21.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24806" alt="KilaPart01_21" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_21.jpg" width="300" height="906" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;With the laces we don&amp;#8217;t literally need to create a single long piece of geometry and thread it through each stud. All you need is the illusion that the laces are a single piece when in actual fact they will be made up of lots of detailed cylinders.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Again, use a cube to define the main shape for the lower three sections of the laces, making sure they are tucked into the studs correctly.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Now add some details to these, making them look flatter and also wrinkled where the fabric is being compressed.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; You now have a choice. You can repeat this process all the way up the top of the sneaker, or cheat a little and duplicate the section you have already created and reposition them.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_22.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24807" alt="KilaPart01_22" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_22.jpg" width="300" height="893" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Continue to add as much detail as you like to the shoes, but once you are happy bring them into the same scene as the rest of Kila and position them under each opening of her jeans.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; You will also need to rework the base of the jeans so they sit nicely upon each sneaker.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_23.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24808" alt="KilaPart01_23" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_23.jpg" width="500" height="810" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 10 – Adding Hair&lt;/h2&gt;&lt;p&gt;The next key area to add is her hair. As this model is destined to be used to generate normal and diffuse maps on a game model, building the hair may seem a little redundant as it will eventually be replaced with polygon strips.&lt;/p&gt;&lt;p&gt;At this stage it is up to you, but feel free to skip this step if you like. Adding in some basic hair geometry will help as you review the model as a whole. Plus it may give you the opportunity to experiment with a few different styles.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; For a quick hairstyle begin with, you guessed it, a simple cube.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Adjust this to gradually form a single strip of hair.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Once the basic shape is in place add a few edge loops to help give the smooth surface some variation and detail.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;4.&lt;/strong&gt; Once you have one piece of hair, simply duplicate this, reposition and reshape until you cover the head.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_24.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24809" alt="KilaPart01_24" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_24.jpg" width="500" height="1022" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;Like I said, this isn&amp;#8217;t a final and polished hair style, and will most likely be discarded in the next stage, but it helps to form Kila as a whole and possibly highlight any other issues with proportions or basic body shapes.&lt;/p&gt;&lt;hr
/&gt;&lt;h2&gt;Step 11 – Adding Extras&lt;/h2&gt;&lt;p&gt;Through this tutorial you have created all the main elements of Kila, from her upper body to her sneakers. In this section it will be up to you to work on the accessories and further detail the model.&lt;/p&gt;&lt;p&gt;Below are a few key areas to focus on, but remember the main rules as you work.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;1.&lt;/strong&gt; Start simple.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;2.&lt;/strong&gt; Work in more geometry only where you need it.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;3.&lt;/strong&gt; Keep the topology clean, and remove anything which is not used or needed.&lt;/li&gt;&lt;/ul&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_25.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24810" alt="KilaPart01_25" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_25.jpg" width="640" height="377" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_26.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24811" alt="KilaPart01_26" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_26.jpg" width="500" height="812" /&gt;&lt;/a&gt;&lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Step 12 – Final Review&lt;/h2&gt;&lt;p&gt;Your high resolution model of Kila is now complete, and at this stage you are free to continue adding in more details to get the model as polished as you can.&lt;/p&gt;&lt;p&gt;The idea behind this model is you will use her to give you the major surface details, which will be transferred through a normal map onto a lower resolution model. The plan being to then add in a finer detail pass through textures, which will allow you to give the cloth even more detail like fabric patterns, finer folds and creases.&lt;/p&gt;&lt;p&gt;So this is just the beginning, you still have lots to do before you complete this real time model, but for now continue to tweak and refine the model and get ready for Part 2, where you will take what you have created and chop it right down to a much lower polygon limit.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_27.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24812" alt="KilaPart01_27" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_27.jpg" width="640" height="520" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt; &lt;figure
class="tutorial_image"&gt;&lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_28.jpg"&gt;&lt;img
class="alignnone size-full wp-image-24813" alt="KilaPart01_28" src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/KilaPart01_28.jpg" width="500" height="811" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=H_dopDwBjQk:uDKoZJVPGgU:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=H_dopDwBjQk:uDKoZJVPGgU:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=H_dopDwBjQk:uDKoZJVPGgU:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=H_dopDwBjQk:uDKoZJVPGgU:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=H_dopDwBjQk:uDKoZJVPGgU:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=H_dopDwBjQk:uDKoZJVPGgU:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=H_dopDwBjQk:uDKoZJVPGgU:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=H_dopDwBjQk:uDKoZJVPGgU:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/general-workflow/game-character-creation-series-kila-chapter-1-high-resolution-modeling/feed/</wfw:commentRss> <slash:comments>34</slash:comments> <series:name><![CDATA[Game Character Creation Series: Kila]]></series:name> </item> <item><title>Tutorial Amendment: Jumping Lamp – Tackling Recent Changes to Cinema 4D</title><link>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/tutorial-amendment-jumping-lamp-tackling-recent-changes-to-cinema-4d/</link> <comments>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/tutorial-amendment-jumping-lamp-tackling-recent-changes-to-cinema-4d/#comments</comments> <pubDate>Wed, 29 May 2013 11:00:28 +0000</pubDate> <dc:creator>Aleksey Voznesenski</dc:creator> <category><![CDATA[Cinema4D]]></category> <category><![CDATA[Cinema 4D]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25048</guid> <description>&lt;p&gt;In this tutorial, Aleksey Voznesenski will go over some of the changes that have happened in recent versions of Cinema 4D. The particular focus of this lesson will be how these changes have effected Aleksey&amp;#8217;s previous &lt;a
href="http://cg.tutsplus.com/series/jumping-lamp-animation-in-c4d/"&gt;Jumping Lamp Animation in C4D&lt;/a&gt; tutorial here on Cgtuts+. These tips are especially useful if you are having issues following the tutorial, or other tutorials created with earlier releases of Cinema 4D. Aside from that, they are still very handy tips that will likely be helpful in your day to day usage of C4D.&lt;span
id="more-25048"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Topics include:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Adjusting area lights proportions, i.e. how to make them rectangle and why the handles don&amp;#8217;t show up sometimes.&lt;/li&gt;&lt;li&gt;Default key interpolations and how to change them.&lt;/li&gt;&lt;li&gt;Why objects aren&amp;#8217;t showing up in the expanded timeline window&lt;/li&gt;&lt;li&gt;The layer panel in short.&lt;/li&gt;&lt;li&gt;Broken Parent Tags in recent versions of C4D. How to use PSR tags with nulls to compensate, with joint snapping.&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt;&lt;h4&gt;Tutorial&lt;/h4&gt;&lt;div
class="tutorial_image"&gt;&lt;iframe
width="640" height="360" src="http://www.youtube.com/embed/WjRIfDoLyH4?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;Use the link below to download this tutorial for offline viewing.&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://tutsplus-media.s3.amazonaws.com/cg.tutsplus.com/video/C4D_Changes_Jumping_Lamp_Followup.rar"&gt;Download (Video)&lt;/a&gt;&lt;/li&gt;&lt;hr
/&gt;&lt;p&gt;&lt;em&gt;We’ve published a few related tutorials you might also be interested in:&lt;/em&gt;&lt;br
/&gt;&lt;ul&gt;&lt;li&gt;&lt;a
href="http://cg.tutsplus.com/series/jumping-lamp-animation-in-c4d/"&gt;Creating a Jumping Lamp Animation in C4D&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;hr
/&gt; Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=bl16-JETz5M:yKsq4-WgGME:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=bl16-JETz5M:yKsq4-WgGME:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=bl16-JETz5M:yKsq4-WgGME:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=bl16-JETz5M:yKsq4-WgGME:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=bl16-JETz5M:yKsq4-WgGME:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=bl16-JETz5M:yKsq4-WgGME:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=bl16-JETz5M:yKsq4-WgGME:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=bl16-JETz5M:yKsq4-WgGME:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/tutorial-amendment-jumping-lamp-tackling-recent-changes-to-cinema-4d/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>UV Mapping a High Poly World War II Willys Jeep in Modo – Part 4</title><link>http://cg.tutsplus.com/tutorials/luxology-modo/uv-mapping-a-high-poly-world-war-ii-willys-jeep-in-modo-part-4/</link> <comments>http://cg.tutsplus.com/tutorials/luxology-modo/uv-mapping-a-high-poly-world-war-ii-willys-jeep-in-modo-part-4/#comments</comments> <pubDate>Mon, 27 May 2013 11:00:14 +0000</pubDate> <dc:creator>Michael Ciesielski</dc:creator> <category><![CDATA[Modo]]></category> <category><![CDATA[UV Mapping]]></category> <guid isPermaLink="false">http://cg.tutsplus.com/?p=25026</guid> <description>&lt;div
class="seriesmeta"&gt;This entry is part 9 of 9 in the series &lt;a
href="http://cg.tutsplus.com/series/wwii-willys-jeep/" class="series-763" title="WWII Willys Jeep"&gt;WWII Willys Jeep&lt;/a&gt;&lt;/div&gt;&lt;p&gt;In Part 4, we’ll continue mapping the remaining parts of the jeep. This lesson will cover creating UVs for the seats, handles, dials and steering wheel. By this stage you should feel much more comfortable with Modo&amp;#8217;s unwrapping workflow and toolset, so let&amp;#8217;s continue.&lt;span
id="more-25026"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Project Overview:&lt;/strong&gt;&lt;br
/&gt; This tutorial will teach you how to unwrap a hard surface model. For that we will use the model from my previous “Modeling a High Poly World War II Willys Jeep in Modo” &lt;a
href="http://cg.tutsplus.com/series/wwii-willys-jeep/"&gt;tutorial&lt;/a&gt;. We will unwrap the Willys jeep using the default Modo tools and the ETEREA UV tools which are a great addition to the Modo toolset.&lt;/p&gt;&lt;p&gt;For most people unwrapping is a tedious task. When you grasp the idea and learn the tools the process will become easy and comfortable. Modo helps in making the process smooth and painless. It gives you only a few tools, but they can easily get the job done. I hope that after you complete this tutorial you’ll understand the UVing process and will feel more comfortable unwrapping.&lt;/p&gt;&lt;hr
/&gt;&lt;h2&gt;Mapping the Seats&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;As you can see in the image below, we are close to the end of the UVMapping on the Willys Jeep model. First up, I will show you how to unwrap the seats. I will only go through one of them, since the they are virtually the same.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_01.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_01.jpg" alt="Modo_Willys_UVMapping_PT4_01" width="640" height="360" class="alignnone size-full wp-image-24954" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;Add a UV Map and name it &lt;strong&gt;body&lt;/strong&gt;, just as we did before. As you can see all the seats are a single object.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_02.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_02.jpg" alt="Modo_Willys_UVMapping_PT4_02" width="640" height="360" class="alignnone size-full wp-image-24955" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Let&amp;#8217;s hide all the geometry in the scene, except for one of the front seats. Here I&amp;#8217;ve selected the cushions, and added UVs to them by running the &lt;strong&gt;UV Projection&lt;/strong&gt; &lt;strong&gt;Tool&lt;/strong&gt; with &lt;strong&gt;Atlas&lt;/strong&gt; as a projection type. The Unwrap is pretty solid, but we get a lot of unnecessary seams.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_03.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_03.jpg" alt="Modo_Willys_UVMapping_PT4_03" width="640" height="360" class="alignnone size-full wp-image-24956" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;With box like shapes, you can always unwrap them as shown in the picture below. One shell with seams at the corners, and three of the longer edges. For this one, I selected the edges as shown in the image, and ran the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. As you can see, the shell is a bit distorted though.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_04.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_04.jpg" alt="Modo_Willys_UVMapping_PT4_04" width="640" height="360" class="alignnone size-full wp-image-24957" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Let&amp;#8217;s run the &lt;strong&gt;UV Relax&lt;/strong&gt; &lt;strong&gt;tool&lt;/strong&gt;. I used &lt;strong&gt;Unwrap&lt;/strong&gt; mode, with around &lt;strong&gt;200&lt;/strong&gt; iterations.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_05.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_05.jpg" alt="Modo_Willys_UVMapping_PT4_05" width="640" height="360" class="alignnone size-full wp-image-24958" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;We will do the same for the upper cushion. Just define the edge selection, and run the &lt;strong&gt;Unwrap&lt;/strong&gt; &lt;strong&gt;Tool&lt;/strong&gt; again.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_06.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_06.jpg" alt="Modo_Willys_UVMapping_PT4_06" width="640" height="360" class="alignnone size-full wp-image-24959" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;A bit of &lt;em&gt;Relaxing&lt;/em&gt; and we get a very clean unwrap.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_07.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_07.jpg" alt="Modo_Willys_UVMapping_PT4_07" width="640" height="360" class="alignnone size-full wp-image-24960" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;&lt;strong&gt;Scale&lt;/strong&gt; the two cushions in UV window to more or less match the checker scale.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_08.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_08.jpg" alt="Modo_Willys_UVMapping_PT4_08" width="640" height="360" class="alignnone size-full wp-image-24961" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;&lt;em&gt;Isolate&lt;/em&gt; the bar running around the cushions. Here I used&lt;strong&gt; Project from View&lt;/strong&gt; to add UVs to the geometry.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_09.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_09.jpg" alt="Modo_Willys_UVMapping_PT4_09" width="640" height="360" class="alignnone size-full wp-image-24962" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 10&lt;/h3&gt;&lt;p&gt;Since this bar is built from two feet (a box like shape) and a pipe like part, we will split them into two simple shapes. Select the feet geometry and&lt;em&gt; isolate&lt;/em&gt; them.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_10.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_10.jpg" alt="Modo_Willys_UVMapping_PT4_10" width="640" height="360" class="alignnone size-full wp-image-24963" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 11&lt;/h3&gt;&lt;p&gt;We will break them into main planes. I could have made the selection less strict and use the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. I know that the &lt;em&gt;unwrap&lt;/em&gt; won&amp;#8217;t work well if I do, the object is too irregular in shape. Instead I selected the edges shown in the image, to break the object into main planes.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_11.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_11.jpg" alt="Modo_Willys_UVMapping_PT4_11" width="640" height="360" class="alignnone size-full wp-image-24964" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 12&lt;/h3&gt;&lt;p&gt;After running the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;, I get a bunch of separate shells. So let&amp;#8217;s stitch them together.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_12.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_12.jpg" alt="Modo_Willys_UVMapping_PT4_12" width="640" height="360" class="alignnone size-full wp-image-24965" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 13&lt;/h3&gt;&lt;p&gt;Selected one of the feet in the 3d viewport, and &lt;em&gt;move&lt;/em&gt; the corresponding shells down.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_13.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_13.jpg" alt="Modo_Willys_UVMapping_PT4_13" width="640" height="360" class="alignnone size-full wp-image-24966" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 14&lt;/h3&gt;&lt;p&gt;First let&amp;#8217;s stitch them into three shells as shown in the image, using the &lt;em&gt;sewing tools&lt;/em&gt; we used earlier (choosing Selected/Unselected depends on your selection, by now you should be using these tools freely).&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_14.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_14.jpg" alt="Modo_Willys_UVMapping_PT4_14" width="640" height="360" class="alignnone size-full wp-image-24967" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 15&lt;/h3&gt;&lt;p&gt;I &lt;em&gt;sewed&lt;/em&gt; the side planes by selecting only two edges from each side.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_15.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_15.jpg" alt="Modo_Willys_UVMapping_PT4_15" width="640" height="360" class="alignnone size-full wp-image-24968" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 16&lt;/h3&gt;&lt;p&gt;As you can see the shells overlap. We will fix this by introducing some distortion. We could leave it to Modo, by stitching the whole side edge loop. It would distort our shell to compensate for the UV distortion. But I want to have nice 90 degree angles in my shells though.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_16.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_16.jpg" alt="Modo_Willys_UVMapping_PT4_16" width="640" height="360" class="alignnone size-full wp-image-24969" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 17&lt;/h3&gt;&lt;p&gt;To fix the overlapping, select the vertices shown in the image. Be sure you don&amp;#8217;t have any action center selected. You can use different action centers if you like. For example, you can use &lt;strong&gt;Element&lt;/strong&gt; like we did before. Then you could &lt;em&gt;snap&lt;/em&gt; the &lt;em&gt;rotating gizmo&lt;/em&gt; to the vertex highlighted in blue. But since we don&amp;#8217;t need that much precision here, I just clicked on the vertex (blue) with the &lt;strong&gt;Rotation Tool &lt;/strong&gt;activated, just to show  that you can move the gizmo with no action center selected.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_17.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_17.jpg" alt="Modo_Willys_UVMapping_PT4_17" width="640" height="360" class="alignnone size-full wp-image-24970" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 18&lt;/h3&gt;&lt;p&gt;Now Rotate the vertices around this point. Below you can see how it should look.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_18.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_18.jpg" alt="Modo_Willys_UVMapping_PT4_18" width="640" height="360" class="alignnone size-full wp-image-24971" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 19&lt;/h3&gt;&lt;p&gt;Let&amp;#8217;s now use an &lt;strong&gt;Averaged&lt;/strong&gt; sewing method on the selected edges.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_19.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_19.jpg" alt="Modo_Willys_UVMapping_PT4_19" width="640" height="360" class="alignnone size-full wp-image-24972" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 20&lt;/h3&gt;&lt;p&gt;Below you can see the distortion we introduced into this element. It&amp;#8217;s really minor, but if you want, you can try &lt;em&gt;Relaxing&lt;/em&gt; specific vertices to get something a bit better. Taking into consideration the &lt;em&gt;scale&lt;/em&gt; (size) of this element, decide if you think it&amp;#8217;s worth it.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_20.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_20.jpg" alt="Modo_Willys_UVMapping_PT4_20" width="640" height="360" class="alignnone size-full wp-image-24973" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 21&lt;/h3&gt;&lt;p&gt;&lt;em&gt;Unhide &lt;/em&gt;the rest of the geometry. As you can see, the parts we just Unwrapped are &lt;em&gt;huge&lt;/em&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_21.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_21.jpg" alt="Modo_Willys_UVMapping_PT4_21" width="640" height="360" class="alignnone size-full wp-image-24974" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 22&lt;/h3&gt;&lt;p&gt;&lt;strong&gt;Scale&lt;/strong&gt; them down, so you don&amp;#8217;t have a huge size difference. Now we will tackle the framing running around the seat. I will unwrap it using the &lt;strong&gt;UV Peeler&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_22.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_22.jpg" alt="Modo_Willys_UVMapping_PT4_22" width="640" height="360" class="alignnone size-full wp-image-24975" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 23&lt;/h3&gt;&lt;p&gt;First &lt;em&gt;isolate&lt;/em&gt; this piece of geometry and select the edge loop running along the bar. I choose the edge loop facing down, so the seam won&amp;#8217;t be visible.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_23.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_23.jpg" alt="Modo_Willys_UVMapping_PT4_23" width="640" height="360" class="alignnone size-full wp-image-24976" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 24&lt;/h3&gt;&lt;p&gt;Now activate the &lt;strong&gt;UV Peeler&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_24.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_24.jpg" alt="Modo_Willys_UVMapping_PT4_24" width="640" height="360" class="alignnone size-full wp-image-24977" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 25&lt;/h3&gt;&lt;p&gt;Once again by using the blue &amp;#8216;&lt;strong&gt;+&lt;/strong&gt;&amp;#8216; signs, work on the proportions in the UV window until the checker pattern looks OK. It won&amp;#8217;t look perfect, you&amp;#8217;ll see some skewing. Unwrapping this part in a single shell won&amp;#8217;t give us a perfect result.&lt;/p&gt;&lt;p&gt;You can improve the unwrap, by breaking the shell on the corners. It will give you more shells and more seams, and it&amp;#8217;s also easier to texture one shell. So you have to see what will work for you. It also depends on how much detail you want to put into this element. But be aware, more detail will make the distortion easier to spot.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_25.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_25.jpg" alt="Modo_Willys_UVMapping_PT4_25" width="640" height="360" class="alignnone size-full wp-image-24978" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 26&lt;/h3&gt;&lt;p&gt;Below you can see how I have broken this shell. I selected the top part of the tube, and moved it with the &lt;strong&gt;Tear Off&lt;/strong&gt; option checked.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_26.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_26.jpg" alt="Modo_Willys_UVMapping_PT4_26" width="640" height="360" class="alignnone size-full wp-image-24979" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 27&lt;/h3&gt;&lt;p&gt;I relaxed the shells with &lt;strong&gt;Adaptive&lt;/strong&gt; relaxing. You can see the checker pattern looks much better now, but the shells look worse.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_27.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_27.jpg" alt="Modo_Willys_UVMapping_PT4_27" width="640" height="360" class="alignnone size-full wp-image-24980" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;h3&gt;Step 28&lt;/h3&gt;&lt;p&gt;I also &lt;em&gt;straightened &lt;/em&gt;the edges, as we did in the previous parts of the tutorial, using the &lt;strong&gt;ETEREAS&lt;/strong&gt; palette.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_28.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_28.jpg" alt="Modo_Willys_UVMapping_PT4_28" width="640" height="360" class="alignnone size-full wp-image-24981" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;h3&gt;Step 29&lt;/h3&gt;&lt;p&gt;&lt;em&gt;Unhide&lt;/em&gt; the rest of the seat geometry (besides the &lt;em&gt;bolt&lt;/em&gt; holding the seat to the car&amp;#8217;s main body, we won&amp;#8217;t unwrap that yet.) Using &lt;strong&gt;Pack UVs&lt;/strong&gt;, unify the scale. I didn&amp;#8217;t use &lt;strong&gt;Orient&lt;/strong&gt; here, because I was pretty happy with the shell&amp;#8217;s orientation.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_29.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_29.jpg" alt="Modo_Willys_UVMapping_PT4_29" width="640" height="360" class="alignnone size-full wp-image-24982" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;h3&gt;Step 30&lt;/h3&gt;&lt;p&gt;&lt;em&gt;Unhide&lt;/em&gt; the rest of the model to be able to compare the checker&amp;#8217;s scale. Scale down any shells  to match the overall size. Remember that we will use &lt;strong&gt;Pack UVs&lt;/strong&gt; later, to make the scale more consistent (it won&amp;#8217;t create a mess when the scale is more or less similar.)&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_30.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_30.jpg" alt="Modo_Willys_UVMapping_PT4_30" width="640" height="360" class="alignnone size-full wp-image-24983" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Mapping the Accessories and Handles&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Now let&amp;#8217;s jump to the box below the car. Here I just used &lt;strong&gt;Atlas&lt;/strong&gt; projection and Modo broke this boxy shape into several planes. Just &lt;em&gt;sew&lt;/em&gt; some of them together, and be sure the seam is hidden.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_31.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_31.jpg" alt="Modo_Willys_UVMapping_PT4_31" width="640" height="360" class="alignnone size-full wp-image-24984" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;&lt;strong&gt;Scale&lt;/strong&gt; this shell down and move it away.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_32.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_32.jpg" alt="Modo_Willys_UVMapping_PT4_32" width="640" height="360" class="alignnone size-full wp-image-24985" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;The next element is a handle. I will show how I approach this element. By doing so you will be able to unwrap the rest of the handles on this model.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_33.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_33.jpg" alt="Modo_Willys_UVMapping_PT4_33" width="640" height="360" class="alignnone size-full wp-image-24986" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;Below you can see the selection I used for the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. If you are comfortable with how the tool works, you can easily predict the results by looking at the selection. Try to look at the main shapes of the element. For this one, it&amp;#8217;s a tube and two boxy shapes.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_34.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_34.jpg" alt="Modo_Willys_UVMapping_PT4_34" width="640" height="360" class="alignnone size-full wp-image-24987" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Since there is some distortion on the corner of the tube, I relaxed it a bit.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_35.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_35.jpg" alt="Modo_Willys_UVMapping_PT4_35" width="640" height="360" class="alignnone size-full wp-image-24988" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;I also oriented the shell horizontally, and straightened edges (&lt;em&gt;only&lt;/em&gt; the horizontal ones.)&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_36.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_36.jpg" alt="Modo_Willys_UVMapping_PT4_36" width="640" height="360" class="alignnone size-full wp-image-24989" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;And that&amp;#8217;s it&amp;#8230; The &lt;strong&gt;Unwrap Tool&lt;/strong&gt; will often be enough, if you choose good edges for the seams. Just as before, &lt;strong&gt;Scale&lt;/strong&gt; it down and move it away.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_37.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_37.jpg" alt="Modo_Willys_UVMapping_PT4_37" width="640" height="360" class="alignnone size-full wp-image-24990" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Mapping the Steering Wheel&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Let&amp;#8217;s jump to the steering wheel. First let&amp;#8217;s unwrap the bolt on top of the steering wheel. Notice I deleted the geometry which is seated inside other geometry. You can&amp;#8217;t see it, and there is no point in wasting UV space for those polygons. To flatten it, I just selected the two objects and ran the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. As you can see, the result is a bit distorted.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_38.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_38.jpg" alt="Modo_Willys_UVMapping_PT4_38" width="640" height="360" class="alignnone size-full wp-image-24991" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;&lt;strong&gt;Adaptive&lt;/strong&gt; relaxing made this unwrap a bit more consistent. As you can see, it&amp;#8217;s not perfect but it&amp;#8217;s easy to texture. The object is so small, it&amp;#8217;s really not worth creating  fancy UVs.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_39.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_39.jpg" alt="Modo_Willys_UVMapping_PT4_39" width="640" height="360" class="alignnone size-full wp-image-24992" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Let&amp;#8217;s continue by selecting the top cap and using the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. Hide the geometry you have already UV&amp;#8217;d.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_40.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_40.jpg" alt="Modo_Willys_UVMapping_PT4_40" width="640" height="360" class="alignnone size-full wp-image-24993" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;Select the other caps, and use the &lt;strong&gt;Unwrap Too&lt;/strong&gt;l to quickly unwrap them and then hide the geometry. This is a good way of unwrapping more complex objects. Unwrap the simpler shapes first, and then hide them.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_41.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_41.jpg" alt="Modo_Willys_UVMapping_PT4_41" width="640" height="360" class="alignnone size-full wp-image-24994" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;The next simplest shapes are the two cylinders. Again I used the &lt;strong&gt;Unwrap Tool&lt;/strong&gt; with &lt;strong&gt;Planar&lt;/strong&gt; mode. If your result isn&amp;#8217;t as clean, just mess around with the &lt;strong&gt;Pinning Axis&lt;/strong&gt; and &lt;strong&gt;Projection Axis&lt;/strong&gt;. Depending on the orientation of your model, you may get different results.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_42.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_42.jpg" alt="Modo_Willys_UVMapping_PT4_42" width="640" height="360" class="alignnone size-full wp-image-24995" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;The final simple shape is the cylindrical part to which the steering wheel connects to. To flatten it, just define a &lt;em&gt;vertical&lt;/em&gt; seam and run the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_43.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_43.jpg" alt="Modo_Willys_UVMapping_PT4_43" width="640" height="360" class="alignnone size-full wp-image-24996" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;Now let&amp;#8217;s tackle the final part. This part is pretty complex, but once again you can think of it as three boxes and a tube. Unfortunately the boxes aren&amp;#8217;t that regular in shape. So I started with the selection you see below and ran the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;, which separated the boxy shapes from the tube. It also broke them each into &lt;em&gt;four&lt;/em&gt; main planes. The wheel itself doesn&amp;#8217;t have any specific edge selection, which would help when unwrapping.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_44.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_44.jpg" alt="Modo_Willys_UVMapping_PT4_44" width="640" height="360" class="alignnone size-full wp-image-24997" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;So hide those boxy parts. Select edges as shown in the image, and use the &lt;strong&gt;Unwrap Tool&lt;/strong&gt; again . It should give you three nicely unwrapped shells.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_45.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_45.jpg" alt="Modo_Willys_UVMapping_PT4_45" width="640" height="360" class="alignnone size-full wp-image-24998" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;I then &lt;strong&gt;Relaxed&lt;/strong&gt; them using &lt;strong&gt;Adaptive &lt;/strong&gt;mode , to get a better result.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_46.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_46.jpg" alt="Modo_Willys_UVMapping_PT4_46" width="640" height="360" class="alignnone size-full wp-image-24999" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 10&lt;/h3&gt;&lt;p&gt;You can now sew the edges (marked below) and create one long shell.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_47.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_47.jpg" alt="Modo_Willys_UVMapping_PT4_47" width="640" height="360" class="alignnone size-full wp-image-25000" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 11&lt;/h3&gt;&lt;p&gt;The vertices where I stitched the shells were still a bit wonky. Remember you can always select specific vertices and relax them separately.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_48.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_48.jpg" alt="Modo_Willys_UVMapping_PT4_48" width="640" height="360" class="alignnone size-full wp-image-25001" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 12&lt;/h3&gt;&lt;p&gt;Lets use the &lt;strong&gt;Pack UVs&lt;/strong&gt; feature now, to unify the scale and sort the shells.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_49.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_49.jpg" alt="Modo_Willys_UVMapping_PT4_49" width="640" height="360" class="alignnone size-full wp-image-25002" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 13&lt;/h3&gt;&lt;p&gt;Using ETEREAS tools, you can align them better, but for now I just matched the scale to the rest of the model, and moved them away. I will align them when we pack this whole model into 0-1 space.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_50.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_50.jpg" alt="Modo_Willys_UVMapping_PT4_50" width="640" height="360" class="alignnone size-full wp-image-25003" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Mapping the Bolts and Dials&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Now let&amp;#8217;s tackle the bolt I mentioned before. It&amp;#8217;s obvious you won&amp;#8217;t need to unwrap each bolt separately. The best workflow for such things, is to unwrap one or two bolts and then place them on the model. By using overlapping UVs, you can texture one or two bolts and then copy them all over your model. You don&amp;#8217;t need that much variation in your bolt textures, so if you texture two unique bolts, it actually gives you four variations, because you can use both sides of each bolt.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_51.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_51.jpg" alt="Modo_Willys_UVMapping_PT4_51" width="640" height="360" class="alignnone size-full wp-image-25004" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;Unwrapping a part like this is really straight forward. Just use &lt;strong&gt;Atlas Projection&lt;/strong&gt; or the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;, and sew some parts.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_52.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_52.jpg" alt="Modo_Willys_UVMapping_PT4_52" width="640" height="360" class="alignnone size-full wp-image-25005" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Now let&amp;#8217;s jump back inside the jeep. With the dials you can do something similar. You can model one dial and unwrap it, then duplicate it and just scale it down. By doing so, you won&amp;#8217;t have to unwrap five versions of the same part. Since you want different things on your dials when you texture them, you will need to move the UV shells so they don&amp;#8217;t overlap.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_53.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_53.jpg" alt="Modo_Willys_UVMapping_PT4_53" width="640" height="360" class="alignnone size-full wp-image-25006" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;For the dial, the &lt;strong&gt;Unwrap Tool&lt;/strong&gt; + the &lt;strong&gt;UV Relax&lt;/strong&gt; will do. There is no need to break it into a series of cylindrical stripes which go around the shape, because the distortion is unnoticeable.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_54.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_54.jpg" alt="Modo_Willys_UVMapping_PT4_54" width="640" height="360" class="alignnone size-full wp-image-25007" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Here I have moved all five of the unwrapped dials outside the 0-1 space. Later you might want to scale these dials up, since they might need more resolution for the detail you want to put on them. Or you can also use a separate UV map and texture for them.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_55.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_55.jpg" alt="Modo_Willys_UVMapping_PT4_55" width="640" height="360" class="alignnone size-full wp-image-25008" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;The next part we will unwrap will be the reflective part at the back of the body.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_56.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_56.jpg" alt="Modo_Willys_UVMapping_PT4_56" width="640" height="360" class="alignnone size-full wp-image-25009" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;Using the &lt;strong&gt;Sharp&amp;#8230;&lt;/strong&gt; edges selection, you can quickly select the edges for the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. It won&amp;#8217;t be able to cut the cylindrical planes though.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_57.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_57.jpg" alt="Modo_Willys_UVMapping_PT4_57" width="640" height="360" class="alignnone size-full wp-image-25010" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;You can add a few edges to the selection, to allow the &lt;strong&gt;Unwrap Tool&lt;/strong&gt; to flatten those.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_58.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_58.jpg" alt="Modo_Willys_UVMapping_PT4_58" width="640" height="360" class="alignnone size-full wp-image-25011" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;Just like many times before, just align and pack the shells. Then &lt;strong&gt;Scale&lt;/strong&gt; them down and move them away.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_59.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_59.jpg" alt="Modo_Willys_UVMapping_PT4_59" width="640" height="360" class="alignnone size-full wp-image-25012" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h2&gt;Mapping the Petals and Gearshift&lt;/h2&gt;&lt;h3&gt;Step 1&lt;/h3&gt;&lt;p&gt;Now we need to unwrap the pedals and gear shifting stick. Let&amp;#8217;s start with the pedals. I selected the sharp edges using the automatic method and used the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. The UVs are pretty flat, but we most definitely need fewer shells.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_60.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_60.jpg" alt="Modo_Willys_UVMapping_PT4_60" width="640" height="360" class="alignnone size-full wp-image-25013" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 2&lt;/h3&gt;&lt;p&gt;Isolate the main pedal geometry, and define the selection like in the image below. (It&amp;#8217;s the same selection I used for the previous box like shapes.)&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_61.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_61.jpg" alt="Modo_Willys_UVMapping_PT4_61" width="640" height="360" class="alignnone size-full wp-image-25014" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 3&lt;/h3&gt;&lt;p&gt;Below you can see the final unwrap. It seems like the jump between the previous and current layout is huge, but if you look closely, I didn&amp;#8217;t skip too much though. The four top shells belong to the pedal (the first from the left in the 3D viewport.) Just two shells for the polygons running around the pedal, and two shells for top and bottom.&lt;/p&gt;&lt;p&gt;Then there are two shells I got from the previous step. Then finally we have four shells for the part on which the pedal sits. But where did the caps of this part go? I deleted them. There is no reason to keep them. Also the geometry that is not selected in the 3D viewport, is just duplicated polygons with overlapping UVs. As you can see, I didn&amp;#8217;t do anything new. Just old tricks used the right way.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_62.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_62.jpg" alt="Modo_Willys_UVMapping_PT4_62" width="640" height="360" class="alignnone size-full wp-image-25015" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 4&lt;/h3&gt;&lt;p&gt;The final element for this part of the tutorial will be the stick. First I used &lt;strong&gt;Project from View&lt;/strong&gt;, just to give it some UV information. Sometimes it&amp;#8217;s easier to start from something, than from blank UV space.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_63.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_63.jpg" alt="Modo_Willys_UVMapping_PT4_63" width="640" height="360" class="alignnone size-full wp-image-25016" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 5&lt;/h3&gt;&lt;p&gt;Here you can see the selection I defined for the &lt;strong&gt;Unwrap Tool&lt;/strong&gt;. The top ball is split horizontally in two. The stick itself is just a bent cylinder, but those UVs are pretty messy though.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_64.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_64.jpg" alt="Modo_Willys_UVMapping_PT4_64" width="640" height="360" class="alignnone size-full wp-image-25017" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 6&lt;/h3&gt;&lt;p&gt;&lt;strong&gt;Relaxing&lt;/strong&gt; those gave me a bit better of a result. But I&amp;#8217;m still not happy with the shape of the base of the stick.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_65.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_65.jpg" alt="Modo_Willys_UVMapping_PT4_65" width="640" height="360" class="alignnone size-full wp-image-25018" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 7&lt;/h3&gt;&lt;p&gt;Lets use the &lt;strong&gt;Uv Projection Tool&lt;/strong&gt; with &lt;strong&gt;Cylindrical&lt;/strong&gt; as the &lt;strong&gt;Projection Type&lt;/strong&gt;. As you can see, it treated this part as a cylinder and filled the 0-1 space.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_66.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_66.jpg" alt="Modo_Willys_UVMapping_PT4_66" width="640" height="360" class="alignnone size-full wp-image-25019" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 8&lt;/h3&gt;&lt;p&gt;Let&amp;#8217;s &lt;strong&gt;Scale&lt;/strong&gt; this piece down. You can see the UVs are now pretty solid, but they get worse where this part tapers.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_67.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_67.jpg" alt="Modo_Willys_UVMapping_PT4_67" width="640" height="360" class="alignnone size-full wp-image-25020" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 9&lt;/h3&gt;&lt;p&gt;To fix this, select the top polygon loop and move it up. By doing so, you&amp;#8217;ll give the loop below it a bit more space. Move it up and down and watch how the checker pattern changes.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_68.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_68.jpg" alt="Modo_Willys_UVMapping_PT4_68" width="640" height="360" class="alignnone size-full wp-image-25021" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 10&lt;/h3&gt;&lt;p&gt;Do the same for the top edge loop.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_69.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_69.jpg" alt="Modo_Willys_UVMapping_PT4_69" width="640" height="360" class="alignnone size-full wp-image-25022" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;hr
/&gt;&lt;h3&gt;Step 11&lt;/h3&gt;&lt;p&gt;Also straighten the stick&amp;#8217;s vertical edges (horizontal in the UV window), and pack those pieces together.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_70.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_70.jpg" alt="Modo_Willys_UVMapping_PT4_70" width="640" height="360" class="alignnone size-full wp-image-25023" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;h3&gt;Step 12&lt;/h3&gt;&lt;p&gt;Just like before, match the scale of the checker pattern with the rest of the model and move the shells away.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_71.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_71.jpg" alt="Modo_Willys_UVMapping_PT4_71" width="640" height="360" class="alignnone size-full wp-image-25024" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;h3&gt;Step 13&lt;/h3&gt;&lt;p&gt;That&amp;#8217;s it for this part. We got almost everything unwrapped. I will unwrap the rest of the main shapes like the seats or handles, so I can show you packing with more parts.&lt;/p&gt; &lt;figure
class="tutorial_image"&gt; &lt;a
href="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_72.jpg"&gt;&lt;img
src="http://cdn.tutsplus.com/cg.tutsplus.com/uploads/2013/05/Modo_Willys_UVMapping_PT4_72.jpg" alt="Modo_Willys_UVMapping_PT4_72" width="640" height="360" class="alignnone size-full wp-image-25025" /&gt;&lt;/a&gt;&lt;br
/&gt; &lt;figcaption&gt;Click to Enlarge&lt;/figcaption&gt; &lt;/figure&gt;&lt;p&gt;In next part of the tutorial, we will unwrap the wheel onto it&amp;#8217;s own UV map. We&amp;#8217;ll also pack this whole model into the 0-1 space, which will conclude our unwrapping in Modo tutorial.&lt;/p&gt;&lt;p&gt;Thank you for reading this tutorial. If you have any questions leave a comment or write me an email.&lt;/p&gt;&lt;hr
/&gt;&lt;p&gt;Don&amp;#8217;t miss more CG tutorials and guides, published daily &amp;#8211; subscribe to &lt;a
href="http://feeds2.feedburner.com/Cgtuts"&gt;Cgtuts+ by RSS&lt;/a&gt;.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=rEisUBSmWl0:sABfARfQSFs:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=rEisUBSmWl0:sABfARfQSFs:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=rEisUBSmWl0:sABfARfQSFs:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=rEisUBSmWl0:sABfARfQSFs:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=rEisUBSmWl0:sABfARfQSFs:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=rEisUBSmWl0:sABfARfQSFs:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?i=rEisUBSmWl0:sABfARfQSFs:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/Cgtuts?a=rEisUBSmWl0:sABfARfQSFs:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/Cgtuts?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;</description> <wfw:commentRss>http://cg.tutsplus.com/tutorials/luxology-modo/uv-mapping-a-high-poly-world-war-ii-willys-jeep-in-modo-part-4/feed/</wfw:commentRss> <slash:comments>0</slash:comments> <series:name><![CDATA[WWII Willys Jeep]]></series:name> </item> </channel> </rss><!-- Dynamic Page Served (once) in 1.077 seconds -->
