Graphics Reference
In-Depth Information
a low Color influence to give the fabric some addi-
tional definition. Of course, as there is no specularity
on the shirt, no Specular Intensity map is needed.
Figure 7.48 shows the result of these quick-and-
dirty settings. Verdict? Not bad.
If you're feeling ambitious, you can get front, side,
and rear views of some jeans and projection paint
them onto the 3D pants. In fact, that's what I've
done to produce the texture map in Figure 7.48 .
Painting Custom Textures
Besides using UV coordinates for surface mapping
procedural and imported textures and projection
painting, you can also use the UV map itself as a
guide for custom painting. Figure 7.49 shows the
flower from the vase, with the upper portion
unwrapped and flattened in the UV Editor. The
stem will just be a nice green with subsurface scat-
tering applied, so we won't bother unwrapping it.
Of course, one could just find a real straight-on
image of a similar flower, import it, and adjust the
UV map to fit. However, as a demonstration—and
to complete the texturing for our models—we will
set up the flower petals for painting.
Figure 7.48   The  red  shirt.
Note
This is not a painting tutorial. That's an entirely different topic. It's just an example of using a UV
unwrap as a painting template.
Like many things in Blender, there is more than one way to proceed. If you are happy with your current
paint program, the best course of action is to export the UV layout as an image file. From there, you
open it in the paint program of your choice. Create a new layer, set your layer blend settings so you can
see the exported UV layout, and you're off to the races. Remove the image of the UV layout before
saving the painted image map. Then, it's back to Blender where you use your newly painted image as an
Image texture. The UV unwrap should line up exactly with your painted image.
With only meager painting needs, you can do the work directly within Blender's UV/Image Editor. The
beginning of the process is the same as preparing for projection painting: unwrap your model and add a
New image in the UV Editor. The little button on the header that's highlighted in Figure 7.49 toggles
Image Paint mode, allowing you to paint directly within the editor. The N key brings up the Properties
panel with all of the paint tools and settings, shown in Figure 7.50 .
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