Texturing 3d Models3D model texturing
Best way to texturize a 3D-modell? - Two-Dimensional and 3D Arts
Texturing an item has many, many possibilities, and the choice strongly hinges on your own abilities, the use for which the item is used, and the overall size of the available workspace. This is a very short and totally inadequate shortlist of some of the ways you can texturize your object:
Prozeduraltexturen can be useful under certain conditions. Methods try to imitate the superficial or volumetric properties of an item without using express ultraviolet mappings. Once the modell is scheduled for use in a match, you may be restricted by the number of shadow instructions and/or level of detail, so you will usually be avoiding procedures except for things like running down and so on.
However, if the modell is designed for in-blender rendering, you can get a good deal of performance out of procedure knot-based fabrics and never ever contact a U.V. card. With Blender you can perform surface texturing directly on the models. Make a shortcut and switch to shortcut coloring. Mal weg, store your Textur as an picture.
An often used method, especially for character, is to sculpt and draw your objects in a very high level of detail, then heat different types of texts like maps or shift maps, bites, ambience bites, vague, reflective, etc... on texts that are textured to your lower polygonal models using ultraviolet texturing.
You can do this using the Backing page under Render settings (Blender Internal Render engine only; Cycles does not yet provide baking). One good way for this to work is to begin with the low-polar objects you want to use in the games. You can use your mixer to draw directly on the style with your mixer and you can even draw on more than one style of surface to create a vague Map and Specialmap.
You can then make all of them into pictures and upload them into the ingame. 4 ) Modular ultraviolet mappings with smooth, prefabricated structures. When you are on a very tight market and cannot affordable have a single individual tile for every item, you can produce a small batch of tile tiles that tile smoothly, then modify the ultraviolet rays of your item's surfaces to creatively "cut out" parts of those tile surfaces.
In this way, several items can be shared, significantly reducing the amount of space needed for texturing. It' not only technically informative (check out the threads that cover the smooth ultraviolet mappings in 4 ), but it's also interesting to see how a particular female performer makes headway when she teaches several different skills and ends up creating a very eye-catching and nice setting with all kinds of sophisticated moves.