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Car mapping










This tutorial is a combination of two tutorials I made earlier and applied to a real-life example. You can
find the two tutorials here:
and
.


In this tutorial I'll try to give an impression of how I apply textures to my cars. It's very simple once you get it, really.


As subject I'll use my latest car, the Citroen C3 'Custom'. I could
have picked any car, in fact I might as well have chosen a box, as long
as
the object you use has a couple of polygons. What is all comes down to
is this:

Create your car, plane, whatever, select parts of your mesh and assign
a unique material ID to that part, repeat this step for all parts, then
apply an UVW map for every ID, create a multi-sub-object material and
voila, you're done. Easy as that.


Here's a screenshot of the car we'll be working with:










Okay, now you
should think by yourself how you are going to break it apart, so what
pieces you'll want. I want the front bumper
to be one part, the side, the other side, the roof and the rear bumper
(I detached the doors, hood and rear door, because I wanted them
to be able to move separately, they're all just planarly mapped since I
only put one texture on those parts).

So I select the front bumper, and set the material ID to 1, select one
side, set that ID to 2, the other side: ID = 3, the roof: ID = 4 and
the rear bumper: ID = 5.






























So far so good,
and very easy, isn't it? Now we'll add all the UVW maps. I am only
going to use planar UVW maps, so they need to be exactly the size of
your selection, so use 'Select by ID', apply a new UVW modifier and
click 'Fit', or fill in the size of the map manually, works just as
good. So for the front bumper your UVW map would be like this (see the
Gizmo?):










And the sides (I use one UVW map for the sides...), roof and rear bumper respectively:


















Now give each UVW
map a unique Map Channel, you could make it match the material ID (this
would be very conveniant
and will avoid problems) but it doesn't really matter as long as they
are all unique! You will use this map channel when you make your
materials
for each part of the car.










Your modifer tree
should look something like the following image. Mine has some
additional modifiers (a symmetry, because
I only modeled half the car, a MeshSmooth for good looks, and the
Editable Mesh to set some of the ID's), so don't reallt pay attention
to them.
I may have more or less UVW map modifiers, since I only have four parts
I want to texture... This doesn't matter at all, it's the way it works
that matters here.










Okay, great, so
now everything is set up, we can start making the material. I use one
of the MultiSub-Object type: here you can
make a material for each ID and assign this overall material to the
object and if you had your ID's and Map Channels right it would look
as you wanted to. So go to an emtpy slot in the material editor, click
'Standard' and select Multi/Sub-Object from the list. Discard old
material.
Set number to 4 (we have four different ID's!). Now you can start
making all your materials, just click the first one from the list, the
one for the front bumper and do what you like with it. But keep the
following in mind:

Suppose my front bumper would have ID 1, and the UVW map that maps the
front bumper has a map channel of 1, then the map channel
of textures in your material should ALSO have a map channel of 1, since
you want those textures to mapped correctly
for the front bumper. If you would set the map channel to match a
different UVW map then it wouldn't fit the fron bumper corectly. In the
following screen shot, you can see how I did it: my UVW map for the
front bumper had a Map Channel of 4 (what you see here is the diffuse
bitmap):










Keep the previous
at the back of your head at all times! So the material you with ID one
is given to all the polygons
that have ID 1 and is mapped by the UVW map that corresponds to the map
channel in your textures. Well from here on it's more
of the same for all the different parts and in the end you have
something like this (I used the same material for the hood, doors
and rear door...):










I recommend using 'Show Map in Viewport' a lot, since it immediately
shows whether you have done it correctly or not.

Here is an example of how the side texture looks like (drawn with Illustrator on a screenshot of the wireframe of the side):










And the final result:








2001-2004 | Onno van Braam, EVOlution Design,








































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