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Polygon Texturing

By Ramy Hanna
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Date Added: 9th December 2009
Software used:

1169_tid_25.jpg
Once you think you have the projection where you want it, move it down to the third quadrant of the texture editor.

This is a very important step. Because if we didn't move the leg projection, and we deselected it, it would be sitting right ontop of the mess of other uv's that have yet to be projected. Then it would be hard to see what to select. Of course it is still possible to select just the leg by doing so in the openGL window.

1169_tid_26.jpg
Remember, just because we can't see our seat doesn't mean that it isn't there. It's still in the second quadrant. We can't see it just because it's not selected. Keep that in mind when moving other projections.

1169_tid_27.jpg

If you were to select both the leg and the seat, then you would see both of them in the texture editor like this.

1169_tid_28.jpg

Go ahead and scale the leg, and move it into the second quadrant with the seat.

Remember what I said earlier about keeping the scale of the projections consistent with each other. Because the leg is long and skinny, I squashed it so that ideally it would wrap around in the right size. This doesn't have to be perfect or even accurate. But do your best to eye it according to the size of the other objects.

Go ahead and do the same steps for the other two legs, using the cylindrical mapping tool.

Because all three of the legs look the same, you can put all three projections right ontop of each other, just like we did for the top and bottom of the seats. This will give us more detail to our texture later on.

1169_tid_29.jpg

1169_tid_30.jpg
Now if you should have all three of your legs projected and layed out. If you select all three legs, and the seat, your uv editor in the second quadrant should look something similar to this.

I haven't mentioned it before, but now is a good time to mention seams. Because we are unwrapping these cylinders, unlike a circle, there has to be a starting edge and an ending edge. However when they are wrapped together, there is no edge. For texturing this creates a problem, and often you will see models with a seam running down the arm of a character. To keep this tutorial simple, I won't get into the detail of how to eliminate seams, but I hope to cover this topic in another section of my webpage in the future.





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Readers Comments (Newest on Top)
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Darent on Fri, 30 March 2012 10:34pm
wow. I'm new in 3D modeling and this tutorial was simply awesome ... thank you so much!
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