Graphics Reference
In-Depth Information
around 0.6, with no specularity at all. The Diffuse Color should
be a fairly bright red, but be sure not to make it pure (RGB,
1,0,0), as nothing in reality short of a neon light looks like that.
Cubic Interpolation is enabled.
Unwrapping clothes is one of the easiest things you will be asked
to do. “Where to put the seams?” is generally the toughest part
of a good unwrap. With clothing, that question is already
answered. Put the seams where they really are. Select the edges
that correspond to the seaming and stitching in your reference,
then use Mark Seam from the E-key Edge Specials menu. U-key
Unwrap, and bingo, you have a nicely unwrapped UV map. You
can apply a generic dirt map like the one we used before to the
Diffuse Color channel to give some variation across the red. A
nice texture map like denimgrey.jpg from the Blender Texture CD
can provide a good Normal influence channel, when repeated
appropriately for the scale of the piece. This same map can be
used in Multiply blend mode as an additional color channel, with
Figure 7.46   The  texture  for  hair.
Figure 7.47   Rendered hair, using an Alpha blend texture mapped to Strand 
coordinates.
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