In
this small tutorial, I will try
to demonstrate the easy use and
flexibility of TEXPORTER, (free
plugin) with two simple planar maps,
an alternative for who doesn't want
to spend a long time "sewing"
unwraps. You will know one of the
simplest and most effective ways
of mapping an object. For that tutorial,
I used only 2 maps and 1 mask (b&w
map). With time and according to
your need, you can discover that
the number of maps can be 3, 5,
20 or how many your object needs.
1.
Choose the object to be mapped.
In this case, I will be using
the plumber's boot (editable
poly), modeled for my short
movie WIP.
2.
We will apply the first UVW
map to cover all the lateral
of the boot. This map will
be defined as planar, X axis,
channel #1. The "Fit
map" button always helps.
3.
Then, I applied the second
UVW map for the front. This
map will also be defined as
planar, however in the 2nd
channel (don't forget!). Select
the "gizmo" and
rotate 45 degrees in relation
to lateral, as illustrated
on the left. Click "fit"
again.
4.
Activate the texporter's
menu as in the illustration
on the right. If it
still not available,
add it by clicking
the "configure
button sets"
button:
5.
Click on texporter. We
will generate the first
map for painting in photoshop.
For this, I configured
it the way demonstrated
on the left. Again, don't
forget to verify the map
channel, in this case
is #1.
6.
Click "pick object"
and click on the object.
It will show the base map
for texture. Observe that
it will generate the map
with the proportions simmilar
to the proportions of the
object. As the boot has
an almost square shape,
I used the resolution of
1100x1000 pixels. You should
adapt that resolution for
your object to fit in the
best way. Otherwise, undesirable
distortions can be generated
in the texture. I saved
this image with this name:
Bota_Lateral_Ref1.jpg.
The
Generated texture base can
be seen on the left.
7.
Repeat the procedure above
with a single difference:
configure for the map channel
number 2 (don't forget!).
Observe that I altered the
size of the texture to 600x1500
pixels, adapting the image
size to the proportions of
the front area, where the
shoelaces are. I saved this
image as Bota_Frente_Ref1.jpg
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8.
Open those two generated images
in photoshop and paint them
in the way you prefer. My
final textures are these:
10.
Using the image of the lateral
of the boot as a reference,
I painted an opacity map (mask),
where, the darker areas are
more transparent and the brighter
- less transparent. For that,
I used the seam that involves
the area of the shoelaces
as reference.
It will serve as the map that
will "mix" the two
textures, exported during
the previous procedures: