![]() ![]() Note that the just described projection of one single face must be done for every face in the 3D view. The mapping is done on Vertex level: For each mapped Face actually its corner vertices are mapped from the image to the surface. This projection is also called a mapping. The rectangle in the image is now projected on the selected face of the shoe. On the right side of the image you see a 2 dimensional (flat) image with a black background and one rectangle with the number “1” placed in its center.I have selected one single face of the shoe. On the left side of the image you see the tip of the shoe within the 3D view. ![]() The image to the right illustrates the mapping from a flat image to the surface of a mesh object: Since faces are flat, projecting flat images on them is easy. Remember the basic building block of mesh objects are Faces. The image content is then mapped to the surface of the 3D object. One very common method to add color and structure (aka texturize) is by using 2D images (textures). We have to tell Blender in more detail how we want the different parts to be colorized. We have to provide hints where these parts are located on the model. When we look at a real shoe, we find at least following parts:īlender does not know how to break up a shoe into its parts. Also its reflection properties are the same all over the surface. In this chapter you will learn the basics of UV mapping and texturing.Īt the moment our material does not change along the surface of the shoe. Abstract: We now want to add some more complexity and add different color to different parts of our object. ![]()
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