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Worksheet 4 - Textures

Add colour

Create a new scene

Add a polygon

create cube button

Add a material

With the cube selected

The Attribute editor should open on the right of the screen showing the StandardSurface2 tab open.

NOTE : You can see the material on any object by selecting it, then holding down the right mouse button and selecting Material Attributes

material attributes button

Change the name

material name

You can apply different materials to different faces.

Adding an image map

Giraffe texture

file button

choose folder button

giraffe pattern applied to cube

Change the scale

We now want to scale the pattern

press the image arrow next to the colour

Import a model

We are now going to apply a texture to more complex object.

cactus fbx file

import button

cactus next to textured cubes

Prepare the model

To apply an image texture to a more complicated object we first need to prepare the model so that the textures appear correctly.

Part of this process is UV mapping which we will do shortly, but before this we need to clean it up.

Delete history

The history keeps track of changes you make to your model but can make your outliner and uv mapping more complicated.

- Important - If you are working on your own model, save a copy before you delete the history so that you can go back if you need to.

Freeze transforms

When making your model you may have scaled some of the pieces. Before uv mapping, the scales all need to be reset to 1. To do this select the cactus and press the Freeze transforms button.

Apply a material

existing material button

You should now see the material on the cactus, but it may look distorted and stretched. This is because it has not been UV mapped.

cactus with stretched material on it

UV mapping

UV mapping should be done after you have completely finished modeling. If you make any changes to your mesh you may need to re-map all or part of your model.

The easiest solution to this is to use automatic mapping.

automatic uving

This should do a reasonable job at UV mapping the cactus for you

cactus with correct texture on it

UV Editor

uv editor button

This will open up the editor allowing you to see how automatic mapping has laid out your UV's.

faces selected in uv mode

In this image you can see where the front of the cactus has been mapped to.

Editing UV shells

Automatic mapping splits the surface of the model into different uv shells. It does a reasonable job, however, it is not very smart and can splits the model into more uv shells than necessary.

If you have a seamless texture you will see joints in the texture between shells.

You cannot avoid joints entirely, however, if you manually uv map your model you have more control to hide the joint.

For this worksheet we will continue with what the automatic mapping has given us.

Create your own texture

We are now going to export the UV's and open them up in PhotoShop and create our own textures.

Create a snapshot

Each piece is called a UV Shell.

snapshot button

save snapshot button

Open the snapshot in PhotoShop

open photoshop

Layer 1 is your snapshot.

create 3 layers in photoshop

base layer

choose fill colour

Add a face

face image 1

face image 2

face image 3

face image 4

face image 5

face showing in photoshop

hide layer 1

Apply the new texture to your Cactus

Look at your applied texture

finished cactus

Extra Challenges

A good source of free textures is ambientcy.com

Final Challenge