This
is where we start into the second
part of this tutorial.
Part
2 illustrates amore complex way of
applying textures - but at the end
it is more rewarding.
To
begin all we need is just an Editable
Mesh. No other modifiers applied.
Go into the Polygon Sub-Object mode
and select the polygons (faces) of
the neck. Set their material ID to
2.
Now
material # 2 is assigned to the neck.
In
the same way, select the rest of
the head and assign material #1.
Now the head has material material
#1 assigned and the neck has material
#2 painted on.
You
can do this in another way. In Polygons
mode make sure that Ignore Backfacing
is unchecked and in any viewport
select the whole head. Set the Material
ID to 1. Now just select the faces
of the neck and set the Material
ID to 2. This way might be faster.
Do it the way what works best for
you.
Now
select all faces of the head that
have Material ID1 assigned. Use the
"Select By ID" button for
that.
When
they are selected apply a UVW Mapping
modifier and use Spherical type. Find
where that green line - your job is
to place it vertically along the back
of the head.
Rotate
the gizmo by -90° around the Y-axis.
Now
rotate the gizmo -90° along it's
Z-axis. Finally the green line of
the mapping gizmo is situated at the
back of Mike's head.
Your
next step is to apply and use the
Mesh select modifier. In Polygon mode,
select by Material ID, all faces that
have the ID2 (namely the neck).
Once
all faces are selected apply a UVW
Mapping modifier. As you can see the
placement of the gizmo is again wrong.
Rotate it twice to get it into the
right position.
Rotate
once around Y-axis and once around
the Z-axis by -90° each.
Now
just slightly adjust the angle to
fit the neck's direction.
In
the lover left corner you can see
what the Modifier Stack looks like.
This is everything we have applied.
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