Difference between revisions of "F C Textures"
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==Daniel Walker's Texturing Guide== |
==Daniel Walker's Texturing Guide== |
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− | (AKA: "There's more than one way to skin a Jabberwocky") |
+ | (AKA: "There's more than one way to skin a Jabberwocky") |
I'll skip over these early points, since they will probably be familiar to most people. |
I'll skip over these early points, since they will probably be familiar to most people. |
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I delete half it's vertices: |
I delete half it's vertices: |
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[[Image:text_tut2.png]] |
[[Image:text_tut2.png]] |
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And insert a mirror plane: |
And insert a mirror plane: |
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[[Image:text_tut3.png]] |
[[Image:text_tut3.png]] |
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+ | |||
+ | That will give you your old ship back, except that when you come to apply a UV map to it, you only actively need to assign textures to half you planes: the planes on the other half of your ship are automatically selected for you. How you do this is your choice, but I'd advise you to avoid unecessary work in marrying adjacent textures. As you'll see, a lot of my designs are dictated by my efforts to avoid all of that. |
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+ | [[Image:text_tut4.png]] |
Revision as of 15:26, 25 March 2006
Daniel Walker's Texturing Guide
(AKA: "There's more than one way to skin a Jabberwocky")
I'll skip over these early points, since they will probably be familiar to most people.
First, we load our ship: This is the vessel known as the Jabberwocky, which I'll be reskinning to make more effective use of the texture-space by mirror planing the texture.
I'm going to skin the ship up as a new variant Jabberwocky, called the "Sparth", which will serve as a general interceptor/escort for those ships of that class I tend to refer to as "Beyonder" ships (The Morrigan, Rosault, Doiltach, Nemglan Class Carrier, Sceolan, et cetera).
That will give you your old ship back, except that when you come to apply a UV map to it, you only actively need to assign textures to half you planes: the planes on the other half of your ship are automatically selected for you. How you do this is your choice, but I'd advise you to avoid unecessary work in marrying adjacent textures. As you'll see, a lot of my designs are dictated by my efforts to avoid all of that.