For
the textures and fur I added two
Spherical Mapping nodes to the ball.
The UV Layout is shown in this image.
Then
I made a color texture that looks
like this.
While
i was at it I made an alpha map
for the Fur Baldness. Basically
it's white where the fur is visible
and black where it's not. :)
And
a bump map.
Apply
the textures to the tennisball and
tweak it to your liking. Now it's
time to apply the fur.
Select the tennisball and in the
Fur Shelf, click the Duckling
preset. In the Hypershade, create
a new file texture and apply the
Fur Baldness map to it. Now with
the FurDescription1 node in the
attribute editor, MMB drag the baldness
texture File node and drop it on
to the Baldness attribute in the
FurDescription1 node. The Baldness
texture will now decide where the
fur will and will not appear on
the ball. Hopefully it will appear
in the yellow color only. :)
Now.. It's also important that you
Hit the Bake button
at the top of the Fur Description.
(You will have to Bake every time
you update or add a new texture
to one of a FurDecription attribute.)
You might also want to set the Map
Width and Height to at least 512.
3DTotal
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Now
it's time to start to play around
with the FurDescription Attributes.
That's what I did. Tweak, render,
tweak, render for a good while.
:)
You can click on the image to the
right to see what settings I used.
Now all you have to do is set up some lights
and render.. Seeyoulaterbye! ;)
If
you are interested; here
is a zip'ed scene-file used in the
tutorial. You can download WinZip
from winzip.com
to unpack it. Enjoy! :)
To see how I have UV Mapped the tennisball for the fur you can view this movie which shows you how.