Graphics Programs Reference
In-Depth Information
Figure 7.109
The wagon in the Perspective panel
Figure 7.110
A current render of the wagon
Photoreal Mapping: The Decorative Box
With all the references you can find to any given object on the Internet, why not use real
photos to create the textures for a model? That's exactly what you'll do here, with the
decorative box you modeled in Chapter 6, using pictures of the real box.
You'll take this texturing exercise one important step further in Chapter 11 and expe-
rience how you can add detail to an object through displacement mapping, after you
assign the colors in this chapter. This will allow you to add finer detail to a model without
modeling those details.
Setting Up UVs (Blech!)
The UVs on the decorative box aren't too badly laid out by default, as you can see in
Figure 7.111. The only parts of the box that are missing in the UV layout are the feet. That
is a common issue when extruding polygons: their UVs are rarely laid out automatically
as you extrude them. Frequently, they're bunched up together in a flat layout that is dif-
ficult, if not impossible, to see in the UV Texture Editor.
First, you have to make room for the feet UVs:
1. Select all the UVs for the entire box in the UV Texture Editor. Press R for the Scale
tool, and scale everything down uniformly to gain some space in the normalized UV
space, shown in Figure 7.112.
2. Now for the tedious part: you have to create new UVs for the four feet and then move
them to where they should be in the full box's UV layout. Go into Component mode,
and select the poly faces for the four feet, as shown in Figure 7.113.
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