Hi
there, this is where we stopped last
time. At the completion of the modelling
phase. The tutorial to reach this
stage can be seen
here Now it is time to put some
texture on him.
First,
select the body and strip all modifiers
(mesh smooth). All we need to have is
the naked Editable Mesh.
Now
go in to the Sub-Object-Polygon mode
and select all polygons (faces). Make
sure that Ignore Backfacing is unchecked
so that you can select all the faces
at once by drawing a single rectangle
around the model.
Now,
when all the faces are selected, scroll
down the Modifier Stack and type 1
in Material ID. Now every face of
the sharl has Material ID 1 assigned.
What
we are going to do is to make 4 different
materials and to assign every material
to a different part of the shark's body.
Next
step is to select all polygons (faces)
that form the back fin. You will see
that material ID 1 is set for these
faces. afterall you have just accompished
that. Change it to 2.
Now
we have a body that has the material
ID 1 and a back fin that has the material
ID 2 assigned.
Like
the previous step do the same with the
left and right fins situated in the
flanks of the shark. But for the left
assign material ID 3...
...and
for the right one assign material ID
4. Now we have a body (material ID 1),
a back fin (2), a left fin (3) and a
right fin (4).
Unselect
the model and scroll down in Modifier
Stack-Material select by material ID.
ID is 1. And all the faces with material
1 assigned will be selected.
3DTotal
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While
these faces are selected apply a UVW
Mapping modifier. Use Cylindrical mapping
method.
You
see that cylinder direction is left-right,
that is because the starting box that
the shark was made out of, was modelled
in the viewport "left".
We
need to put that cylindrical gizmo in
the right direction, so select it by
clicking on Sub-Object-Gizmo. Click
on the "Rotate"-button with
the left mousebutton and then with the
right mousebutton to open the rotation
menu. Rotate the gizmo by -90° around
the Z axis