| |
The best way to explain mapping is to
refer you to a few tutorials. |
| _ |
There are a number of
extra tools available which are extremely useful in this operation.
My favourite is Texporter, which creates a bitmap texture out of
an unwrapped view of the wire frame component you are trying to
texture. This is all explained in Skyraiders tutorial. Just go
there. |
| |
|
As a summary though - just look at
these steps.
Mapping- though you probably ticked "generate mapping coordinates"
on creation, the subsequent modifications will have changed the
mapping so that an applied map will be somewhat screwed up. therefore-
apply mapping again to your plane. Mapping coordinates can be applied
to sub-componants such as wings fuselage etc in separate stages.
|
| |
If you Mirror>instance cloned
the wings- then make them unique. then select the fuselage - click
the edit mesh modifier, click "Attach" then click the
wings, tail planes but not any separated elevators, rudder, aerlerons. |
 |
| |
In Edit mesh sub-object mode, choose
Elements. then select the horizontal flying surfaces (wings &
tailplane) Open the modifiers list- choose UVW Map. Click PLANAR.
|
| |
The orange square represents
the extent of the mapping in this image. |
 |
| |
Next select the fuselage
& we will need to use Cylindrical mapping.
Now choose the UVW Map sub editing mode -Gizmo |
 |
| |
Notice that the Gizmo becomes
Yellow & it has a Green seam. This is where the edge of the
bitmap lies. Underneath is probably the best place for this because
it can be hidden by a panel line or oil stain in the bitmap (skin).
If your gizmo has the seam in another position, then use the rotate
button to turn it to the 6 O'clock position.
refer to Skyraiders tutorial for more detail
on this and the next few stages. |
 |
| |
|
A test render can be made by rendering from
the top viewport. Then in your favourite bitmap editor. colour it
in, add panel lines etc as far as you wish. then you can assign
the texture via the Materials editor. Again - refer to Skyraider
on this. |
| |
|
|