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Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh FREE CHAPTER 2. Sculpting the Character's Base Mesh 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Preparing the model to use the UDIM UV tiles


In the previous recipe, we made the scales image texture seamless, ready to be seamlessly mapped on our model. If you go back to Chapter 5, Unwrapping the Low Resolution Mesh, you'll remember that we assigned two different sets of UV coordinate layers to it: the UVMap layer, divided into 5 different tiles (this is called UDIM UV Mapping; it's a popular standard in the industry and means U-Dimension), and the UVMap_scales layer, set up to repeat the scales_tiles.png image pattern at the right size on the model:

The two UV coordinates layers in the UV Maps subpanel

By zooming in and looking carefully at the result of the tiling (in Textured Solid mode, which is enabled under the Shading subpanel of the N viewport sidepanel), you can see that although we used a tileable scales image, we still have seams in some areas. This is obviously due to the fact that the UVMap_scales layer (as you can see in UV/Image Editor in the Edit Mode after selecting all...

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