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18. now scale the UV's and place them in the texture
thats already painted, move them around a view the results. This
techique will cause seams where the two edges meet. In the texture
view you can modify the points to fix these seams
(One trick that I have used on hi res models is
to pull the center edge under the rock to completely avoid seams)

This technique allows for painting both sides of many rocks in a
hurry, next lets repeat the modeling process used with the first
rock. This technique also allows for painting in the texture window
as you can now just use the brush to cover the object in a much
smaller area of the texture, this also allows you to use a single
texture for many objects.
( for more realistic rocks increase the res. of
the original primitive object and the texture maps)
Now you have the basics to create seamless UV mapped
objects very fast and they will have UV coordinates that can be
adjusted to very exact needs. The project files have been made available
so you can explore these techniques
Thanks for trying my first tutorial feel free to
contact me at darrin@levelsofdetail.com if you have any questions,
corrections
and or tips for the next tutorial.
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