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SAE Magazine 12-2

Figure 11_ Crystal with lambert shader: standard and checker shader (right) Figure 12_ Standard UV UV example: crystal So, you have just finished modelling a crystal shaped object and want to correctly create the cor- responding the UV for the object. To do so use the following method: Apply a lambert material to the crystal and select the 2D texture checker in color-attribute (Figure 4). As you will then see the checker is still wildly distorted over the object (Figure 11) and is unus- able. When you open the UV Texture Editor (Windows // UV Texture Editor) you will find a fairly simple representation of the UV (Figure 12). As this ob- ject was developed from three cylinders the UV nearly corresponds to a standard cylinder. Now various mapping types will be used make this situ- ation work for us. ➤ 116 Production & Know How // TEXTURING Index

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