Let
us now look at the parts of armor.
Here we will use 2 materials, a material
for metal and another for the gilded
metal parts as on the design.
Create
a Multi-Sub/Object material again with
3
Sub-Materials as shown.
Always copy the same checker material.
Select
the faces that will receive the gilded
metal.
Map the Cuff and the Toe Cap with a
Cylindrical Map {ID 3} centered on the
ankle.
The
Soul of the Boot receives the Planer
Map ID 2.
Finally
the remainder receives the ID 1 and
a Cylindrical Map with the seam directed
downwards.
Aspect
of the board of UV once the sets are
separated.
ID 1 the Boot.
ID 2 the Cuff, ID 3 the Soul and 4 the
Toe.
Make
adjustments to eliminate any distortions.
Here
we don't make a base texture, we will
do it at the end once we have all
the textured parts of armor.
The
Leg Protection on the left receives
ID 3, the remainder ID 2.
with Cylindrical Mapping for each.
On
top left the rough base, on the top
right the UVs corrected and at the right
dimensions as sighted in the viewport.
Here
we separate the UVs, avoid having
to worry about the texture in Photoshop,
take care not to paint between the
various materials and colors.
Select
the Knee Protection as shown in red,
Apply ID 2. We will apply ID 3 the remainder.
Apply a Cylindrical Map to each ID.
The
base UV adjusted and the result in the
viewport.
3DTotal
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