Monday, 30 November 2015

November 30 2015

Today, I FINALLY finished modeling, and started UV Mapping.
The whole premise of UV Mapping is basically telling blender where the texture will go when you make the textures. So to start, You would select whichever object you want (after switching your view to the UV Mapping preset) then hit the [U] key, and select unwrap. You would end up with an image like this minus the checker pattern, you would add that by selecting add image, and then select the uv mapping preset.
Now, you will notice that it is in 4 different parts, that is because it would not be proper if I did it all in one. So, I elected where a seam would normally be on a real life shirt, then hit [Ctrl+E] and selected mark seam, then I did unwrap. I did that with some pieces that I did today, and then you go to the node editor, make a new texture, add a node, an image texture, and select that texture pattern from before. 
Then your model should look something like this once you switch the mode to texture from solid or wireframe.
As you can see, the majority of the blocks are the same size, that is what you want. If you have really large squares, (you would get really big ones if you don't mark seams in the proper points) then you have to fix it. That is all I did today besides finished modeling the belt buckle which was relatively simple after I did the buckle for the buckle on the flap on the helmet. 
Tomorrow, I will continue to UV Map. 



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