Ok first thing you need to do is find model you want to do
warning many pictures tutorial
That tutorial was a show how you can model, texture it, again model and again texture. Use one image for first your texture and latter make a real one texture
there is final wigs3d file http://www.mbrepository.com/file.php?id=1691
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sorry for mine bad english hope you can undestand
warning many pictures tutorial
I have choose pretty simple one for basic understanding of model and texture
(right click ->image plane->choose your image)
Now while you need rotate always use lines (or points)
When you do it you can see how your picture rotating and so on.
When you finish it
Things like swords it is easy begin from a cube
Latter extrude or divide it
We always need make at first only ½ or ¼ object others part can be mirrored
So simple we will go and delete half of our object
Select all lines (easy way to do it is pres one or few lines and pres for select all left)
“There is 2 short combinations by selecting lines
With G you select all lines in parallel
With L pressing you select continued lines”
Then you will move your points and will make blade that it will became pretty similar real blade
There is few things we need to use to when we doing things like blade
Ok now it is time when we can begin our uv mapping
There is 2 ways
1)Play with lines
2)or play with faces
This window is very important cause there you planning how looks your texture
Some of the faces can be ignored in this window if you need.
You can cut or uncut edges here
When you finish here next step is continue
There I simple choosing Unfolding or Projection Normal
For few things one is better for others another one
Next our window AutoUV
There is we have all possible ways to play with points lines faces or parts we divided before.
If we don’t have our texture so there we need change our parts size (how bigger size there is so better looking there will have texture)
If there is similar things we can move it one on others top
At this time there we will close this window and go back in first window
There we need pick our image in Outliner window and drag ir to our material
Then we need to choose diffuse
Now we can back in AutoUV window
Now we can select different part like only blade
Or only another one thing
Is there we doing all right we moving direct to in AutoUV window
If there is anyone new face who wasn’t uvmaped before then you go back “autoUV segmenting” window
Now we need put this blade direct on that picture we see
We need rotate, move and scale it
There if need we can play with points or edges
If we close autoUV window after each part (blade, handle,..) we do, then when we select new parts, we see only it in autoUV window
Now we can continue with modeling
Some extruding and putting things in right place
We can add some lines some points, but not more than we minimum need for good looking
In another projection we need to make something like that
Now we will texture that thing
Now when half our sword is completed and textured, we can think about mirrors
We can make image1 invisible by pressing eye in geometry graph window.
Now first thing is delete all lines and points who will be in that big our face, with we use for our mirror
Next step select that whole polygon use absolute command ->move
Set X position =0 pres press flatten and ok
Now we know that our polygon is ready to be used for mirror function
When we do it we can look at our object and if somewhere texture is missing we can back in autoUV window and move some points
When we finish it and if we need, now we can make texture and that one can be used in game.
All textures in games must be like 512x512 or 1024x1024
“It cannot be like 312x258 or so”
For this way we need in autoUV windowpres create texture
Set options for backgrounds “image”
And set for edges (none)
“in another’s way’s when we need paint textures self, then draw edges is very important”.
So the last thing there we left export our new texture
If you have any experience in 2d programs
Then it will be good that you use your first and last images for textures and change it something like that ( for better quality of texture )
So the last result
Now we have everything: real texture and pretty good looking on model
(right click ->image plane->choose your image)
Now while you need rotate always use lines (or points)
When you do it you can see how your picture rotating and so on.
When you finish it
Things like swords it is easy begin from a cube
Latter extrude or divide it
We always need make at first only ½ or ¼ object others part can be mirrored
So simple we will go and delete half of our object
Select all lines (easy way to do it is pres one or few lines and pres for select all left)
“There is 2 short combinations by selecting lines
With G you select all lines in parallel
With L pressing you select continued lines”
Then you will move your points and will make blade that it will became pretty similar real blade
There is few things we need to use to when we doing things like blade
Ok now it is time when we can begin our uv mapping
There is 2 ways
1)Play with lines
2)or play with faces
This window is very important cause there you planning how looks your texture
Some of the faces can be ignored in this window if you need.
You can cut or uncut edges here
When you finish here next step is continue
There I simple choosing Unfolding or Projection Normal
For few things one is better for others another one
Next our window AutoUV
There is we have all possible ways to play with points lines faces or parts we divided before.
If we don’t have our texture so there we need change our parts size (how bigger size there is so better looking there will have texture)
If there is similar things we can move it one on others top
At this time there we will close this window and go back in first window
There we need pick our image in Outliner window and drag ir to our material
Then we need to choose diffuse
Now we can back in AutoUV window
Now we can select different part like only blade
Or only another one thing
Is there we doing all right we moving direct to in AutoUV window
If there is anyone new face who wasn’t uvmaped before then you go back “autoUV segmenting” window
Now we need put this blade direct on that picture we see
We need rotate, move and scale it
There if need we can play with points or edges
If we close autoUV window after each part (blade, handle,..) we do, then when we select new parts, we see only it in autoUV window
Now we can continue with modeling
Some extruding and putting things in right place
We can add some lines some points, but not more than we minimum need for good looking
In another projection we need to make something like that
Now we will texture that thing
Now when half our sword is completed and textured, we can think about mirrors
We can make image1 invisible by pressing eye in geometry graph window.
Now first thing is delete all lines and points who will be in that big our face, with we use for our mirror
Next step select that whole polygon use absolute command ->move
Set X position =0 pres press flatten and ok
Now we know that our polygon is ready to be used for mirror function
When we do it we can look at our object and if somewhere texture is missing we can back in autoUV window and move some points
When we finish it and if we need, now we can make texture and that one can be used in game.
All textures in games must be like 512x512 or 1024x1024
“It cannot be like 312x258 or so”
For this way we need in autoUV windowpres create texture
Set options for backgrounds “image”
And set for edges (none)
“in another’s way’s when we need paint textures self, then draw edges is very important”.
So the last thing there we left export our new texture
If you have any experience in 2d programs
Then it will be good that you use your first and last images for textures and change it something like that ( for better quality of texture )
So the last result
Now we have everything: real texture and pretty good looking on model
there is final wigs3d file http://www.mbrepository.com/file.php?id=1691
--------------------------------------------
sorry for mine bad english hope you can undestand