Graphics Reference
In-Depth Information
Add an image-based texture to the material, choosing the
“skincolor” image you just created in the UV Editor, and
choosing UV for the coordinate space. Influence will default
to Diffuse Color only, at 100%, which is fine. Next, bring
up the Object Data Properties (the triangle icon on the
properties header) in one of your properties windows. You
can safely replace the material properties as we're done with
them for a while. Figure 7.34 shows the UV Texture
section of the window, which is very similar to the Vertex
Groups control set you already used.
Adding UV Channels
The UV Texture channel that was added when you created
your head's unwrap is called “UV Tex” by default. We're
going to be adding a few more, so rename it to something
like “final face unwrap” by clicking on the UV channel and
changing the name in the Name: field below the selector.
Use the + button to the right of the selector to create two
new UV Texture channels, naming them “front” and
“side,” respectively. Back in the actual Texturing panel, set
the Layer control to use the “final face unwrap” channel
under the Coordinates control on the Mapping panel.
This tells the renderer (and display) to use the original face
unwrap regardless of what we might be doing elsewhere in
Blender with UV textures.
Figure 7.34   The  UV  Texture  panel  of  the  Object 
Data  properties.
In the 3D view, change to the Textured view style (Alt-Z, as opposed to Solid or Wireframe). If you've
done everything correctly, the head should turn completely black. It's displaying the head using the UV
mapped texture, which is flat black at the moment. If you don't see this, bring up the 3D view's N-key
properties and make sure that Shading is set to GLSL in the Display section. Blender has several methods
for drawing textures in the 3D view, and GLSL is the best for what we're about to do.
Creating UV Unwraps for Different Views
For this step, you'll need to have a screen with three views: 3D, UV Editor, and the Object Data proper-
ties. For convenience, you can just turn the Texture properties window into a UV Editor.
LMB click the “front” UV Texture channel in the Object Data window. This sets the “Front” UV channel
as active , which means that it will be the one displayed in the UV Editor. Go into Edit mode on the
head, and in a front orthographic view use the U key to unwrap the head in Project from View mode.
This should transfer the mesh as you see it directly from the 3D view into the UV Editor, just like pro-
jecting the floor of the room in the very first section of this chapter. With this new unwrap in the UV
Editor, choose Open from the File menu on the UV Editor's header, and find the file called kid_head_front.
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