In this chapter, we'll add materials and textures to our model. Then, we'll use UV unwrapping to bake those textures out to an image. That way, they can be used in external applications. Finally, we'll create Cycles-based materials using our image. The following topics will be covered in this chapter:
- Texturing workflow
- Adding materials
- Unwrapping and baking
- Adding detail in an Image Editor
- Checking the Texture Map
First, we'll create some procedural textures in Blender. These will be the base textures (not the final product).
After we do that, we'll create and adjust the UV map for our truck.
Then, we'll bake the textures to an image using our UV map. We haven't covered baking yet, but it's pretty straightforward. If you're already familiar with the concept, then great! If not, don't worry, we'll discuss it as we go.
After we have our image-based texture...