Adding loop slices to define the front and back covers.
step 3 of 15
All loop slices added, polygons selected and cut away to leave the standard shape.
step 4 of 15
Beveled the center section, but changed my mind in later steps and enlarged the ends instead.
step 5 of 15
Last of the mesh slicing.
step 6 of 15
Again standard box primitive for the pages.
step 7 of 15
Axis slice 3x3 quicker than loop slices.....
step 8 of 15
Vertices are selected and push back to create the edge of the pages.
step 9 of 15
Converted from polygon to S.D.S surface.
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.
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.
step 12 of 15
Same as step 11
step 13 of 15
Same as step 11
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.