A Work in Progress: Historical Book



This guide was made for entry:
Historical Book
In Contest:
book reproduction


step 1 of 15

Standard box primitive.

Creation of Historical Book: Step 1

step 2 of 15

Adding loop slices to define the front and back covers.

Creation of Historical Book: Step 2

step 3 of 15

All loop slices added, polygons selected and cut away to leave the standard shape.

Creation of Historical Book: Step 3

step 4 of 15

Beveled the center section, but changed my mind in later steps and enlarged the ends instead.

Creation of Historical Book: Step 4

step 5 of 15

Last of the mesh slicing.

Creation of Historical Book: Step 5

step 6 of 15

Again standard box primitive for the pages.

Creation of Historical Book: Step 6

step 7 of 15

Axis slice 3x3 quicker than loop slices.....

Creation of Historical Book: Step 7

step 8 of 15

Vertices are selected and push back to create the edge of the pages.

Creation of Historical Book: Step 8

step 9 of 15

Converted from polygon to S.D.S surface.

Creation of Historical Book: Step 9

step 10 of 15

Completed book and added the plane. I also removed a lot of the mesh slices at this stage as they were not necessary and would cause a lot of problems when it is time to texture.

Creation of Historical Book: Step 10

step 11 of 15

U.V Maps are created and then exported from the application by E.P.S. (Encapsulated PostScript) and the source is then overlaid on to the exported U.V. saved, then imported back in to the application.

Always save any bump or texture maps as a PDF not a jpeg and at 512 by 512 pixels and 300 Dpi and above. The three that are on this book are 1024 x 1024 or 1k maps really dose depend on what you are doing some people prefer 512s some use 4k maps 4048 x 4048.

Creation of Historical Book: Step 11

step 12 of 15

Same as step 11

Creation of Historical Book: Step 12

step 13 of 15

Same as step 11

Creation of Historical Book: Step 13

step 14 of 15

By adding a checker texture to your UV map, you can keep it on and unwrap/relax the UV as you go. Relaxing the UV isn't always needed, if you have no distortion or pinching. Most of the times you have to go in there and manually move vertices around to kill the distortion. UV unwrap and Relax, can only take you 80% of the way the rest you'll have to do manually.


At the end of the day the basic key to texturing is to try to make sure your polygons are most equal in size (quads) and the more square the checker patterns has the less distortion you will have.


Creation of Historical Book: Step 14

step 15 of 15

Render preview....done :)


Creation of Historical Book: Step 15

Final result

Creation of Historical Book: Final Result

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