Book Image

Blender 2.5 Materials and Textures Cookbook

Book Image

Blender 2.5 Materials and Textures Cookbook

Overview of this book

Blender 2.5 is one of the most usable 3D suites available. Its material and texture functions offer spectacular surface creation possibilities. It can take you hours just to create basic textures and materials in Blender and when you think of creating complex materials and textures you are petrified. Imagine how you will feel when you overcome these obstacles. This book wastes no time on boring theory and bombards you with examples of ready-created materials and textures from the start, with clear instructions on how they were created, and what you can learn from them for making your own. It covers all core Blender functions you will ever need to easily create perfect simulation of objects from the simplest to the most complex ones. The book begins with recipes that show you how to create natural surface materials, including a variety of pebbles, rocks, wood, and water, as well as man-made metals, complete with rust. By utilizing some of the easiest-to-use animation tools available, you will be able to produce accurate movement in mesh objects. Familiarize yourself with a plethora of tools that will help you to effectively organize your textures and materials. You will learn how to emulate the reflective properties of natural materials and how to simulate materials such as rusted iron, which is difficult to make believable. Transparency and reflection are both tricky natural surface properties to simulate but these recipes will make it easy. Explore ways to speed up animations by using special painting techniques to significantly lower render times. By the end of the book, you will be able to simulate some of the most difficult effects to recreate in any 3D suite, such as smoke, fire, and explosions.
Table of Contents (16 chapters)
Blender 2.5 Materials and Textures Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating multiple UV maps for a single object


When you apply a flat image, taken with a camera, onto a UV map that represents every face of a mesh model, you will end up with only the front looking right. The sides, top, and possibly bottom will have distortion as a single camera shot cannot easily photograph all sides of a face in a single shot.

Several years ago, we would have to take several shots all around the head then manually stitch them together in a paint package before finally bringing them to a 3D package to apply to an unwrapped model. Indeed, trying to match the distortion inherent in stitching flat photos to complex UV maps was very difficult.

Blender, however, allows us to create multiple UV maps, which can be mapped from different sides, and combined to create correct mapping all around a model. The human face is an excellent example of why this technique is so useful. We can use a camera to create shots of the front, sides, back, and top of a head, then map these to individual...