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

Editing a UV map to optimize the image space


In this recipe, we will edit the UV map so that the main point of interest occupies more room on the image. In this way, we can ensure that the front of the face has more image pixels assigned than those areas that will be either hidden, or less prominent. Optimizing a UV map in this way will ensure the maximum resolution while maintaining small image sizes.

Getting ready

This recipe picks up from the end of the last, so either open the saved blendfile UV-FACE-03.blend, or open the file from the downloaded zip file, UV-Head.zip, as discussed at the start of this chapter.

How to do it...

We will start by straightening the top, bottom, and side outside seams to use as much of the height and width of the image we can utilize.

  1. With the blendfile UV-FACE-03.blend open, you should still be in the UV Editing window, with the mesh model in the right window, and the unwrapped UV map in the left. If it is not showing, ensure you are in edit mode with the face...