Now...colapse
everything, and we - once again -
have just a single Editable Mesh.
Apply
an Unwrap UVW modifier, click on
the "Edit..." button and
the "Edit UVW's"-window
is opened.
As
always this group of lines is most
confusing. See the black lined border?
It represents the size of the texture
map.
Be
sure that the final map is exactly
of that size. Only then it will fit
correctly.
At
the bottom of the window there's a
drop down menu - select "2".
You will be presented the unwrapped
mesh of SadMike's neck (Material ID2).
Now
in the same menu, select number "1",
and only the mesh with Material ID1
(Sad's head) is displayed.
After
adjusting, moving, scaling.... this
is what you should have in the "Edit
UVW's"-window.
Use
the tools at the top left corner of
the window. Bringing it to shape can
take quite some time and is sometimes
tricky to do. You will however be
rewarded with a perfectly fitting
texture map for your models!
Before
applying the Unwrap-modifier you can
create a Multi-Sub-Object material
with two materials that have checker
maps in diffuse map slots. Checker
maps tilling should be U-10 and V-10,
so you get something like a chess
board material. Apply this material
on the head and see were the the textures
stretche. Moving vertices in the UVW's
window you should be able to correct
those parts.When you are finally satisfied
with the unwraped mesh use this image
as a guide to paint a texture over
it. Again, I use Photoshop. (Click
the image to see full resolution image)
After
the Unwrap modifier apply a Mesh Smooth
modifier with Iterations set to 2.
After the texture is painted
over that unwrapped image
of the mesh, assign it to
the Diffuse map slot. Bump
and Specular maps are made
of the same map used in the
diffuse slot, by first converting
it to grayscale mode and then
adjusting the white and black
areas of the image till you
strike a satisfying result.
Below is the map I put on
this model. I used a digital
camera to take photos of human
skin. Then cut the parts of
those photos and combine them
into one. The central part
of the image is created from
combining 3 or 4 photos of
a human head taken from the
side. Everything around that
is done with the Pattern Stamp
tool (Photoshop). See, it
is not so good a map but...take
a look at the image below
- the work is completed!
Taking
in account that this is an
alien head it might be better
to paint a somewhat more greyish
map. But for now it is going
to stay like this.
click
on the image to see
it at full resolution
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Rendering
was done in Brazil
r/s. There is only one omni
light in the scene.
Skylight is turned on and the image
has a blue environment color.