Step
11. In your 3D program, apply the
various maps to the UV face. For color,
assign the UV color map. For specularity
designate the UV specular map, and
for bump specify the UV bump map.
Fig.
7-24 A texture editor
in a 3D program with
several bump map layers.
Step
12 (Figure 7-24). The
UV bump map can also have
another overall skin bump
applied to it. The illustration
shows how a texture editor
could have two layers
of bump maps. The lip
bump is underneath the
seamless skin bump. The
higher value of the lip
bump will make it visible
along with the overall
bump map. In the chapter
7 folder there is another
folder titled human textures
which contains a seamless
skin bump texture as well
as other ones that you
can use.
Step
13. Apply the seamless skin texture
to the rest of the model except for
parts like the fingernails. Try cubic
mapping and let the texture repeat.
Since the edges of the UV face map
were blended into the overall seamless
skin texture, you should not see any
lines where the UV map meets the cubic
mapped skin texture.
Step
14. Take the overall bump texture
and put it on the model using cubic
image mapping. It should have the
same value and size as the bump map
that was placed on the UV face.
You
can use UV mapping to paint textures
on the entire body. This is preferable
to overall seamless textures if your
goal is to create a very realistic
looking person.
UV
Mapping the Eyeball
Fig.
7-25 UV mapping the
eyeball
Step
1 (Figure 7-25). Select
the eyeball polygons and
specify a UV map for them.
Spherical or cylindrical
on the z axis should work
fine.
Step
2. Place the eyeball texture
as a background image
behind the UV view window.
Adjust the mesh to the
eyeball texture in the
UV view window.
Step
3. Assign the eyeball
texture to the eyeball
in your texture editor.
UV
Mapping the Iris
Fig.
7-25 UV mapping the
eyeball
Step
1 (Figure 7-26). Select
the iris polygons. These
should already be named
iris. Create a UV map
for it that is planar
on the z axis.
Step
2. Place the iris texture
as a background image
behind the UV view window.
Adjust the mesh to the
iris texture in the UV
view window.
Step
3. Assign the iris texture
to the iris in your texture
editor.
Surface Values for the Human
The following
lists some surface values that you
might find useful when texturing your
human. Of course, it is understood
that values vary according to software
and individual taste.
Teeth
Color:
White
Luminosity:
60%
Diffuse
30%
Specularity
80%
Glossiness
30%
Reflection
0%
Transparency
0%*
Translucency
50%
Bump
100%*
*A
slight edge transparency can
be applied.
*The
bump can be fractal noise procedural
texture that is twice as long
as it is wide.
Gums
Color:
Pink
Luminosity:
0%
Diffuse
100%
Specularity
100%*
Glossiness
40%
Reflection
0%
Transparency
0%
Bump
100%*
*A
small fractal noise procedural
texture can be implemented for
specularity
*The
same fractal noise can be used
for the bump map.
Tongue
Color:
Pink
Luminosity:
0%
Diffuse
100%*
Specularity
100%
Glossiness
40%
Reflection
0%
Transparency
0%
Bump
100%*
*Adding
a tiny crust procedural texture
to the diffuse makes the tongue
appear somewhat rough
*The
same crust procedural texture
is also applied as a bump map.