| M a k i n g O f S a d M i k e | ||
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t e x t u r i n g
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This
tutorial is split in two parts. Both parts are about texturing this
SadMike head but every part in different way. In part one see
how to apply texture using textporter
plugin, and in part two use Unwrap UVW modifier.
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| :: PART 1 | ||
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Hi there, this is where we shopped last time. This is completed mesh model. I did some modifications. Nothing big, just added some new edges to make a smoother model. Now its time to put some texture on it. Image on the left is just an Editable Mesh with no modifiers. |
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Now apply a Mesh Smooth modifier. You can change Iterations:to 2. But you can change this any time so use Iterations:1 for now. Computer will work faster.
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Next steep is to apply UVW Mapping modifier. You can use Cylindrical or Spherical mapping type. Here, I used Cylindrical, because I wanted to concentrate on face texture. See that gizmo is placed wrong, so we will rotate it two times to place it in right position. |
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First rotation is -90 degrees around Y, to place it in up/down position. | |
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Second rotation is -90 degrees around Z, so that green line of the gizmo is at the back of the head. This is the place where the texture is going to be split and than unwraped in 2d. This green line should be always in hidden part of the model or at the part of the model that is not seen by camera. |
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And at the end just hit Fit button in UVW Mapping modifier. Now the head is completely in gizmo cage. | |
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Next steep is to use Texporter. If you install it and you do not see it in Utilities panel, click on More... button to find it in the list. | |
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This is easy-to-use-very-usefull plugin. Specify Image Size. This is size of the image where unwraped mesh is going to be. Use this image to paint texture over it. I used 2000x1200 pixels. Now Pick Object button and select head. | |
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and unwraped image appears. Save this image and use same painting software (I use Photoshop) to paint texture over this image. Textporter will mark overlapping faces with red color. See that red smile. That can be a problem. To solve it try to rotate mapping gizmo in UVW Mapping modifier. click on image to see full rez image |
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like on image on the left. | |
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And you will get a different unwraped image. Maybe a little better than previous one but there is still red smile.. Maybe to try some different type of mapping like Spherical. But at he and those faces will be beneath the chin and can not be seen by camera. Now all you have to do is to paint texture over this image and use it in diffuse map slot. Bump and specular map should be done from this diffuse map by first converting it to grayscale mode and than adjusting white and black parts of the image. click on image to see full rez image |
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| :: PART 2 | ||
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This
is part two. This is more complex way to apply texture but at the
end more rewording.
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To start we need just an Editable Mesh model. No other modifiers applied. Go in to the Polygon Sub-Object mode and select polygons (faces) of the neck. Set its material ID to 2. Now material number 2 is applied to neck. |
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Now select faces of the head that have Material 1 assigned. Use Select By ID button. When those are selected apply UVW Mapping modifier and use Spherical type. See where that green line is and your job is to place it vertically at the back of the head. |
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Rotate gizmo -90 degrees at Y.
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Rotate gizmo -90 degrees at Z. Now the green line of the mapping gizmo is at the back of the head. |
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Next steep is to apply (use) Mesh select modifier and in Polygon mode Select by Material ID, faces that have material 2 (neck) |
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When faces are selected apply UVW Mapping modifier. See gizmo is again placed wrong. Rotate it two times to get the right position. |
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Once around Y and once around Z with -90 degrees. |
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Now just slightly adjust angle to fit the neck direction.
At the lover left corner you see how the Modifier Stack looks like. This is everything we applied.
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Now colapse all. And there is again just an Editable Mesh. | |
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Use Unwrap UVW modifier. Click on Edit... button and Edit UVW's window is opened. |
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Now like always this group of lines are confusing. See the black lined border. It represents the size of the map. Be sure that final map is exactly that size. So it fits correctly. | |
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At the bottom of the window in drop down menu select number 2. This is unwraped mesh of the neck (material 2). And only mesh of the neck can be seen. | |
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Now in the same menu select number 1, and only mesh with material 1 (head) is displayed.
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After adjusting, moving, scaling.... this is what you should have in Edit UVW's window. Use tool at the top left corner of the window. Before applying Unwrap modifier you can make a material Multi-Sub-Object material with two materials that have checker maps in diffuse map slots. Checker maps tilling will be U-10 and V-10, so you get like chess board material. Apply this material on head and see were the stretching of the texture is. Moving vertexes in UVW's window should adjust those stretching. When you are satisfied with unwraped mesh use this image as a guide to paint texture over it. Again I use Photoshop. click on image to see full rez image |
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After Unwrap modifier apply Mesh Smooth modifier with Iterations 2. |
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When texture is painted over that unwraped image of the mesh use it in Diffuse map slot. Bump and Specular map are made of map used in diffuse slot. By first converting it to grayscale mode and than adjusting white and black areas of the image to get a satisfying result. | |
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This is map I used for this model. I use to digital camera to make photos of human skin. Then cut the parts of those photos and combine in one. The central part of the image is done from combining 3 or 4 photos of human head taken from side. Everything around is done with Pattern stamp tool (photoshop). See its not so good map but..see the image below the work is done..
Taking in concern that this is an alien head maybe it would be better to make more gray color map. But for now its goon a stay like this. |
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Rendering was done in Brazil r/s. There is only one omni light in the scene . Sky light is turned on. Image has blue environment color. |
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Feedback
will be greatly appreciated. |
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