Time to leave the head
alone for a night and get on with texturing the body..
The first thing to
do, as usual, is to break the object up into smaller objects;
this time 6 areas for the body: The underbelly, forearm, rear
leg, tail, Spike and claws.
Before texturing the
UV's need laying out and this is a part I skimmed over last time
with the head (thanks for the emails)
Texture maps need mapping
coordinates, and these can be applied by either UVWmap, or UnwrapUVW
modifiers. All 3D programs have the same processes, just named
UVWMap: is the
simplest form - it automatically projects the texture onto the
object as a plane, sphere, cylinder, box etc.. but this only really
gives decent results for primitives. For organic mapping you need
to get your hands dirty and edit the maps manually with..
This allows you to edit the UV's individually. To start with,
the UV's can be mapped approximately using "flatten mapping".
This lays out the polygons in a rough fashion, but needs to be
optimised by hand.