Table of contents

Open THIS FILE. First we have to do is to reset all polygons to default material (assign the same material to all faces). For that purpose, choose View/Material Editor (or hit 'E'). You will see Material editor: Expand materials list dropdown (it's the upper list in editor). If it contains several < default Material > lines then choose the last one. Then hit Delete button on the right to this list. It will delete current material. Repeat the same, until you will have only one line in list of materials: < default material >. Choose this line in the list. Then change it's name to Textured Material in Name section: Then in Textures section checkmark Primary texture and hit Load Map... button: In dialog box locate bmw_tex.BMP file in Files\ subfolder of this tutorial and hit Open to load this image. Material sample will be painted into this texture immediately: Hit OK to close material editor. Unhide all faces and select them all. Hit CTRL-A to see Attributes box: First, make sure that all our 451 faces are properly selected (Faces: 451). Second, in Material: droplist choose Textured material. Hit OK to close Attributes box Now we sure that textured material is assigned to all faces. Deselect all faces. Select group of faces that belongs to cars' bottom, top rear and front and hide these faces. Repeat this with small portions of faces until ONLY SIDES' FACES ARE VISIBLE: Notice, that I've also hidden headlights' faces and wheels gaps faces. Select all these faces with Select\Quadr tool. Choose tool Surface\Mapping\Assign UV. Switch to SELected mode and click in SIDE VIEW ZModeler will generate mapping object for this group of faces and in 3D View these faces are textured now... improperly, of cause: Now we shall adjust this mapping. Switch to objects level. It's the first what you have to do before adjusting mapping. Then switch Side View to UV Mapper: You will see the UV Mapper with texture and mapping object: Mapping object can be modified as all other objects. You can use Move and Scale tools to make it smaller and allocate it over proper area of texture: And you will see that it doesn't match texture!!! I've drawn red arrows that shows the places where this mismatch is: This is the most common situation when mapping textures. It happens because of perspective, that all photos has, while blueprints doesn't. There is nothing terrible in this situation: we shall adjust mapping properly in several minutes. Switch mapping object to vertices level. As it was written in previous chapter, "in mapper object all faces are independ and not connected to each other. The first attempt to move any vertex shows this good:" To avoid this, switch MULtiple mode ON and you can move multiple vertices at time: Zoom closer and accurately adjust mapping, moving the vertices where they should be: Also, you have to adjust vertices, that they don't exceed the texture square: As a result we get an accurately mapped cars' side: This file is HERE. Switch object to faces level. It still has selected faces of the cars' side. Unhide all faces ad then hide selected faces (faces of cars' side). The object will look like this: Then, selecting small portions of faces and hiding them leave visible faces from cars' front only: The select these remained faces and apply Surface\Mapping\Assign UV tool to them IN THE FRONT VIEW: Adjust mapping object like you did before: Don't pay attention how mapping lies over the hood. It will be remapped later. Using an Objects float bar unhide all faces in our object. You might find that side mapping doesn't match front mapping where they are joined. On the image I've tuned the mapping that it matches. But Red arrow shows where it still doesn't match: ... but it's ok. This adjusting have been also done by moving vertices in mapping object. Absolutely the same way you assign mapping to cars' rear faces: ... here I also needed to adjust mapping by moving vertices in the mapper view. Also, don't pay attention to luggage hood - it will be remapped in the next chapter. This file is HERE.

Table of contents