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How to map C4D onto the model (for example)

For 3D software, the materials adjusted in the model adding software alone sometimes cannot achieve the desired effect. At this time, the mapping is needed. The process of mapping the model is recorded below for your reference.

Directly add the map of the leaf (example) to the color channel of the material, and add the material to the model. The result is wrong. Because the model was built through various adjustments on a plane. The UV faces automatically attached by the software are not suitable for the deformed model.

You can go to the BP-UV Edit interface. Select the model, and you can see that the UV unfolded surface on the right is not what we want. Here you need to re unfold the UVs.

Because this model is relatively simple, you can use the "Paint Setup Wizard" that comes with the software to expand UVs. The goal is just to unfold UVs, so you don't need to modify other parameters in the wizard. Click on it all the time to get the UV unfolded image of the leaf. After getting the UV unfolded image, think
To accurately paste the map onto the model, it is necessary to put the resulting UV into PS for adjustment. First, create a new texture and set a relatively high resolution texture file; Create a new blank layer in the texture layer bar and delete the original background layer; Select all UVs and stroke polygons; Save the texture in PSD format

Back to the C4D modeling interface, drag the newly saved texture to the material bar, and the software will automatically create a new material and load the texture into the color channel.

Open the texture created just now with PS, create a new layer to pull the map into the texture file, and adjust the size of the map according to the contour of the texture to make it match. Save the file (remember to delete the textured layer before saving). Go back to C4D, open the map material, click the map file, and reload the image in the shader item. The material updates again. Get the map correctly.

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