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For The Texturing Part of My Model I Decided To Assign The Ocean Shader Material For The Two Lines

The author experimented with different texturing techniques for their 3D model of a Star Wars Venator ship. They used ocean and image textures, as well as a red strip texture extracted from the original model, which they distorted to have straight edges for easier UV mapping. They textured faces individually and adjusted planar mapping and UV coordinates to accurately map textures. Boolean and union tools were used to connect side guns and dome components. Separate textures were used for smaller assets to avoid UV line overlaps.

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rafiqueuddin93
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0% found this document useful (0 votes)
43 views

For The Texturing Part of My Model I Decided To Assign The Ocean Shader Material For The Two Lines

The author experimented with different texturing techniques for their 3D model of a Star Wars Venator ship. They used ocean and image textures, as well as a red strip texture extracted from the original model, which they distorted to have straight edges for easier UV mapping. They textured faces individually and adjusted planar mapping and UV coordinates to accurately map textures. Boolean and union tools were used to connect side guns and dome components. Separate textures were used for smaller assets to avoid UV line overlaps.

Uploaded by

rafiqueuddin93
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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For the texturing part of my model I decided to assign the ocean shader material for the two lines.

For the top sides of the model I assigned a image as the colour by clicking the black and white box
next to the colour attribute.

I then decided to experiment with the planer mapping within create UVs options.

To give more accurate replicate look of the star wars Venator model, I decided to use the original
Red strips. I first select just the red strip using the magnetic Lasso tool In Adobe Photoshop

The face I created to place the red srip has straight edges with same scale value opposite sides. So it
would be less time consuming when texturing using UV Texture editor if the red strip is distored so it
has straight edges with symetrical scaled sides. I saved the finished image as JPEG File format.

This edited picture was assigned as the texture. For more accuracy I Textured each face individually.
Using the planer mapping gave best results. When selecting planer mapping within create UVs
options, I noticed the attributes was set to projecting sideways by default. The x axis of the rotate
options was changed to the value of 90 which projected the UV texture directly above the face.

When using the UV Texture editor, I noticed the other UVs where interfering with the UV which
needs to be worked. I solved this by moving the other UVs out of the way by selecting all the other
Uvs and using the move tool. This made my UV editing much clearer when matching the vertices
coordinates of the UV line around the outline of the image when switching to UV mode.

II assigned a new material for the side wing.

For the left and right wing, a different image was applied.

The side guns and model was connected using boolean, union tool.

The same was applied to the the dome

It was clearer to move the UV Edges away from the rest when lining the verticies to the image.

It was eaisier to scale down the the edges then allign the verticies.

I decided to use a sperate plain texture for Assets including the saterlite. Reason being the UV lines
kept over lapping them.

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