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Now for the real
job of texturing. The first task is to separate all the areas of
texture. This is a process known as "skinning" in realtime
character work.. the joy of working with high res images and models
is that you can have as many layers, textures and texture resolutions
as you like. for ease I decide to break the head into 5 areas:
The Main Face; the Horns
(rear), the Horns (minor), the Inner Mouth, and Top/Bottom
Now, the areas are not
just marked out as separate materials, but also detached
as separate objects for two reasons;
One is to ease mapping.
The best way is to select the object and "Unwrap UVW".
From here you can edit the UV's and use "flatten mapping".
If the area is a separate object it's easier to edit the UV's without
all the extra polygons from other materials in the Edit UVW window.
It can be confusing enough as it is!
The second reason is
to generate a base texture. To do this I "render to texture"
using global illumination on a very very weak setting. This give
visual feedback into where things are on the main object (you can
see where you're painting in the texture in photoshop!) To use the
"render to texture" feature in Max, each object can only
have one texture - thus the separation.
Once all the base textures
are ready, the objects can be attached together again and the vertices
welded.
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