![]() |
| Holla, there it
is - the front part of the space ship is complete. Let me jump back and explain shortly
what I meant by "separate texturing"; - if I hadn't detached these small "arms" on the bottom, the spherical texture would force its UVW coordinate mapping definitions and stretch the bit-map I have painted over them. It is correct, but totally wrong for me: each of these arms would look like as if you have mapped it with planar texture - approximately from 45° to the head. - After detaching them from the head, I had two independent objects, and I mapped them with Cap Cylindrical method. So I have avoided the most of the stretching effects. - The texture methods are really simple - self painted in PhotoShop and CorelPaint; I have used Bump Mapping for all "electronic" and "nail" details (top), Color for the color information (middle) and Specular Mapping (bottom) for the highlights. To save the time, I have used the Bump texture, selected all "white" layers in PhotoShop, and turned the rest layers to black. These white areas are approximately the the areas where the Metal from the Space Ship was most "polished". |
|
All contents of section copyright © 1994-1998 by Igor Posavec. |
|