Open THIS FILE.
First we have to do is to reset all polygons to default material (assign the same material
to all faces). For that purpose, choose View/Material Editor (or hit 'E'). You will see
Material editor:
Expand materials list dropdown-box (in upper-left cornder of editor). If it contains several
< default Material > lines then choose the last one. Then hit Delete
button on the right of the list. It will delete current material. Repeat the same, until you will
have only one line in list of materials: < default Material >. You can hit
Delete button continuoesly until message box appears: it will warn you that defauult material
can not be deleted. It means that you've deleted all materials and the last one (default) remains.
Change material's name to Textured Material in Name section:
Then in Textures section checkmark Primary texture and hit Load Map...
button:
Textures browser will appear where you have to load bmw_tex.BMP file from Files\
subfolder of this tutorial. Material sphere will be painted into this texture immediately:
Hit OK to close material editor.
Unhide all faces and select them all.
Hit CTRL-A to see Attributes box:
First, make sure that all our 451 faces are properly selected (Faces: 451).
Second, in Material: droplist choose Textured material. Hit OK to close
Attributes box Now we sure that textured material is assigned to all faces.
Deselect all faces.
Select group of faces that belongs to cars' bottom, top rear and front and hide these faces.
Repeat this with small portions of faces until ONLY SIDES' FACES ARE VISIBLE:
Notice, that I've also hidden headlights' faces and wheels gaps faces.
Select all these faces with Select\Quadr tool.
Choose tool Surface\Mapping\Assign UV.
Switch to SELected mode and click in SIDE VIEW
ZModeler will generate mapping object for this group of faces and in 3D View these faces
are textured now... improperly, of cause:
Now we shall adjust this mapping.
Switch to objects level. It's the first what you have to do before adjusting mapping.
Then switch Right View to UV Mapper:
You will see the UV Mapper with texture and mapping object:
Mapping object can be modified as all other objects. You can use Move and Scale tools
to make it smaller and allocate it over proper area of texture:
And you will see that it doesn't match the texture!!! I've drawn red arrows that shows
where this mismatch is:
This is the most common situation when mapping textures. It happens because of perspective
which all photos have, while blueprints don't. There is nothing terrible in this situation: we
shall adjust mapping properly in several minutes.
Switch mapping object to vertices level.
As it was written in previous chapter, "in mapper object all faces are independ
and not connected to each other..."
To avoid this, switch MULtiple mode ON and you can move multiple vertices at time:
Zoom closer and accurately adjust mapping, moving the vertices to the places where they
should be:
Also, you have to adjust vertices, that they don't exceed the texture square:
As a result we get an accurately mapped cars' side:
This file is HERE.
Switch object to faces level. It still has selected faces of the cars' side. Unhide all
faces and then hide selected faces (faces of cars' side). The object will look like this:
Then, selecting small portions of faces and hiding them leave visible faces of cars'
front part only:
The select these remained faces and apply Surface\Mapping\Assign UV tool to them
IN THE FRONT VIEW:
Adjust mapping object like you did before:
Don't pay attention how mapping lies over the hood. It will be remapped later.
Using an Objects float bar unhide all faces in our object. You might find that
side mapping doesn't match front mapping where they are joined. On the image I've tuned the
mapping that it matches. But Red arrow shows where it still doesn't match:
... but it's ok. This adjusting have been also done by moving vertices in mapping object.
Absolutely the same way you assign mapping to cars' rear faces:
... here I also needed to adjust mapping by moving vertices in the mapper view. Also, don't
pay attention to luggage hood - it will be remapped in the next chapter.
This file is HERE.
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