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Mapping Race numbers and Sponsor Stickers on the doors

Create a new material. Open the material editor with a doubleclick on the new material. Rename the Material in "66" and activate the color channel. Turn the brightness to 0%. Load with a klick on the "..."-Button (next to "x Texture") any sticker or racenumber you like. Note: Our racenumber is created with 3 different textures from the 3D Total CD. We combined them in Photoshop to one sticker.

625_tid_image08.jpg

Activate the reflection channel and turn the brightness to 4%. Activate the Specular channel and set the parameters as shown in the following screenshot: Activate the Specular color channel and turn the brightness to 88%.

625_tid_image09.jpg

Assign the 66 material to the door in the object manager.

625_tid_image10.jpg


Click on the texture tag and change in the tag settings the projection to Cubic. Disable "Tile".

625_tid_image11.jpg


Select in the tool bar "texture axis tool" and move the race number in the middle of the door. The cubic mapping method mirrors the race number automatically on the opposite door. Only one thing is left: You should scale the texture width at the Z-axis to 0,1m. Otherwise your sticker breaks over the edges at the door.

625_tid_image12.jpg


The race numbers are finished now:


625_tid_image13.jpg

We hope you enjoyed our texturing tutorial. For more tutorials, making of and 3D car models visit our website www.black-graphics.de

Thanks for your interest.

Wish you all happy rendering

The Black Graphics Team

Marco & Dany




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Salamboug on Fri, 16 December 2011 7:52pm
oui b1 thaanks
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