This will create a very visible seam that is impossible to hide without using multiple UV sets. Cloth looks more realistic if it has seams where it SHOULD have seams!ĭo NOT scale up individual UV islands for better resolution when they directly border on other (lower res) islands. cut UV seams where the cloth would have seams in the real world. This seems like a "no-brain-er", but I've seen people try to UV map everything in one big lump. Also, make cuts anywhere there is a change in the basic material. If flattening UV borders creates too much distortion, then be sure to make your UV cuts in places that are normally (or most often) hidden from view. Selected UV verts are considered "pinned" when you call "re-map" so they will remain in their current position and the distortion caused by flattening them will be propagated across the rest of the UV island. Once you flatten the border edges of a UV island, keep them selected in the UV editor (also keep any other UV's you wanna keep in place selected), and R-click -> re-map. This makes matching the texture across the seam MUCH easier. UV seams, if at all possible, should be scaled flat in either the U or V (x or y). Remember that mesh data with UV''s, when copied, takes it's UV's with it. model him "straight" from stem to stern, UV map, THEN, raise his head model a single "eye-stalk" straight, UV map it, copy & mirror to the other side, then distort.) You can always distort it AFTER UV mapping. There are workarounds, however.)ĭon't make the mesh distorted when it doesn't have to be. this technique doesn't work so well with meshes requiring normal map or lightmap baking which requires the symmetrical UV islands to occupy there very own UV space. and quite often with little or no UV re-work. Once UV'd, the mesh THEN can be made asymmetrical, if needed. This way, half the model can be UV mapped, then mirrored. Don't make the model asymmetrical unless absolutely necessary. This will basically cut your UV mapping work in half. If you keep the meshes texture requirements in mind while modeling, you can often avoid UV mapping headaches by not creating them in the 1st place. Tada.Plan from the beginning to UV map your meshes.
Any 3D software is complex tool and wings3D is no exception but in my opinion it is much easier to learn.Īdd lights or other objects to the scene as you wish.ĩ) The camera position that you currently have will also be the perspective used for the render. Actually desiging the scene is now much MUCH quicker than in Blender. I do not know if this was nessecary or the best way.Ĩ) That was the hard part. I also clicked around in the UV-mapping and exported the texture, then replaced it with my skin.
This dialog manages the materials, like how reflective or shiny stuff is.
The skin can be reassigned in this dialog: Window -> Outliner. In Blender click: File -> Export -> Wavefront (obj)Ħ) In wings set the file-path to the exe of povray renderer:ħ) For some reason the car loses the skin when imported in wings3D. blend file must be exported to a format that wings3D can import. Hopefully this helps to figure it out:Ĥ) The. You must be in texture-paint mode I think.
I do not know 100% sure how to click, it is bit trial&error. I tried only tried it succesfully for the first time a bit ago, so this might be worst tutorial ever.Ģ) Open the "ready to render" file in Blender and select your favorite car from dropdown menu: This post explains how to import the blender-files with wings3D & POVray, which in my opionion are more userfriendly. It is very powerful tool but to me it is the least intuitive program ever. I never manage to actually figure it out, the interface is really hard to use I think. Blender is widely used for modeling & rendering.