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View Full Version : materials, uv mapping, unwrapping, texturing issues


thedoc
12-18-2004, 07:16 AM
hey there!

i have just finished modeling a head (a big acheivement for me) and before i even try to model the body, i want to texture it nicely. now i read the documentation on lscm unwrapping and i tried it but my unwrapped models look awful and weired. so here are some questions i could'nt get from the documentation:

1. is there another way of uvmapping other than LCSM unwrap? what did you guys use before this feature (i gather this is a new feature).

2. how do i handle character things like eyes?

3. i need to texture a head and i realy need to know how i can get one image on part of my model and the other in the other part.

4. how do i asign diferent material attributes to different parts? like i want a higher specular value on the eyes and a lower one on the ears say?

help?

Apollux
12-18-2004, 12:07 PM
1. is there another way of uvmapping other than LCSM unwrap? what did you guys use before this feature (i gather this is a new feature).
Of course, it is called "UV Mapping", the LCSM is just a recent nice-to-have feature, but Blender had UV Mapping since the ice age or maybe earlier. Just search for "UV Mapping Tutorial" on any forum, including this.

2. how do i handle character things like eyes? Many many ways for that and they are not much different from the solutions available on others 3D apps, so Just a few pointers that you should look them up in the manual and forums to see wich one works best for you (Google is your friend):
"RVK"
"Armature"
"Point-To Constraint"
"Toon-like eyes"
"Pixar Looking Eyes"

i need to texture a head and i realy need to know how i can get one image on part of my model and the other in the other part

4. how do i asign diferent material attributes to different parts? like i want a higher specular value on the eyes and a lower one on the ears say?
http://download.blender.org/documentation/htmlI/x4773.html

thedoc
12-20-2004, 08:01 AM
okay, i'll have to go through the forum, thanks

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