11.
Create a new material
according to your
need. In this case,
I created an opaque
material:
12.
Add a "mix"
map to the "diffuse
color" channel
(forget the other
channels in the illustration
for the time being).
Add the first image
(front / shoelaces)
in the top slot, the
second image (lateral)
in the slot in the
middle and the b&w
mask in the last slot.
The material editor
will show a similar
screen:
13.
Configure the parameters of
each one of them according
to the illustrations on the
left, right and below (front,
side and mask, respectively):
14.
Make test renders to verify if everything's
ok (rarely it will look right the
first attempt). It's possible that
you have to retouch the mask painting
until the "blend" is perfect.
15.
After you're sure
everything is ok,
you can collapse the
object modifier list
(along with the uvw
modifiers) and do
small adjustments
to the model, if you
need to:
16.
Here is the model
after the uvw mapping
applied and with addition
of some irregularities
to the boot mesh:
17.
Here's the final version of the
boots, mapped without "amendments":