Graphics Reference
In-Depth Information
Figure 7.31   The  chin,  destretched  a  bit.
person. We're going to be stealing the skin textures from these shots, so while the front and side views
don't necessarily have to be from the same person, they should at least have the same lighting conditions
and skin tones. What we're about to do is to define several different simple UV unwraps in addition to
the one we have, attach images to them, then use something called projection painting to easily and
intuitively merge them into a single texture that fits our original high-quality unwrap.
Defining the Material
Since we're already in the UV Editor with our nice unwrap, let's start there. From the Image menu on
the header, choose New . This brings up a little operator panel for defining a new image that will be
created and painted directly within Blender. Figure 7.33 shows the pop-up. Give it a name like “skincolor,”
and set it for 2048 × 2048 pixels, colored black (default), with Alpha 1.0 (default). Blender should fill the
UV space with the new black image. From that same Image menu, choose Save and enter a file name
into the file browser. Simply creating and naming the image in Blender does  not save it to disk.
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