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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
At this point, we should have our character basically unwrapped, but we don't have our flat pieces fitted to our image, and that's what we are going to do in this lesson: we're going to fine-tune the mapping. So I'm going to go ahead and start by selecting each individual island. So I am going to make sure I'm in Island Select mode here and just right-click on the island that's his arm and hit S to scale. And I just want to scale that down enough so that I can hit G for grab and position it over a part of the mesh that's all purple, so somewhere like right around there.
And I can do the same for this other one: right-click on it, hit S for scale, G for grab, and I might have to scale this down little bit more. And as I move it, you can see how it actually affects what's going on in this viewport here. So I am going to hit G for grab to move this and again, I may have to scale this down just a little bit more. So now I've got that off to the side, so now my arms are purple. And I also want to take the back of the character and again keep him purple. So again, I want to scale that down just a little bit.
And what I am trying to do is just make sure that this is not over any of this white area. And what's really cool is I can actually overlap, so I can actually use the purple in the map for both the arms and the back of the character. Now, most of our fine-tuning is going to be with the front of the character, which is this little island here. So I am going to go ahead and move that roughly into place. And notice how this black spot is going to be the mouth. We have the mouth as right here.
So I wan to make sure that I position that fairly centered, and then scale it up so that I've got it about the right scale. And again, just move that down, just somewhere around there. And again, you can see on this character how that mesh is applied. In fact, I want to make sure I turn off X-ray here so you can see that a little bit better. Now, probably the most important part is this area around the mouth.
You could see how this black part of the mouth is spilling out onto the sides of his lips. So let's go ahead and start there and affect that. So, I am just going to zoom in and again, the navigation in this window is the same as navigations in many of the 3D windows. So I am going to go ahead and select all of these faces. I am going to go down here, select in the Face mode, and just Shift+Right-click each one of these faces. I can hit B to box select as well.
So I want to make sure I select these, and now I can continue to select with the Shift key. I am going to fine-tune these ones here. They are a little thin, so it's kind of hard to get them with Box Select. So now I've got all of those rings. I can hit G to move and so I am going to go ahead and center that, and then S to scale. So I am going to scale that up so the edges of this are beyond the darkness of that dark spot there.
And then I can scale in Y as well. So I can hit S to scale, and I can scale up and down in Y, so S and Y to scale up and down. And now I've just got to fix these corners here. So I can go into either Edge or Vertex mode--let's go into Vertex mode here--and just sort of right-click on Opposite Vertices. So I am going to right-click here and here, hit G for grab and Y to constrain it vertically, left-click to set that, and again Shift+Right-click to select these ones and again move them down.
And so what I am trying to do here is just get this outline closer to what I have on my object. So again, G Y. And again, I'm just kind of moving these into place. And now I can go into these other vertices here, get those out of the way. And now as you can see, I'm starting to get--the inside of his mouth is black and the outside is white.
And so we can also start playing with other parts of the character. So we can start fine-tuning how his white belly fits into the equation here. So I can for example, select some of these and scale them in X to bring them in, or I can select some of these and scale them out. And so you can see how if I scale them in or scale them out you can see how it affects how this positions to the character.
So we can keep going with this, but I think you get the general gist of how this works. So I am going to go ahead and stop here, and let's go back into our default layout and turn on Texturing to see what we have. Okay. So that actually does look pretty good. I am going to go into my Modifiers and turn on Subdivision Surfaces, and you could see I actually have it pretty close. We can continue to fine-tune these, but as you can see, it's a bunch of simple tools and just a lot of patience is what you need to get these UV maps aligned.
So just to go over the process, we need to, first of all, create our seams, so think of the character as a stuffed animal, or how would you create a fabric version of this object, and then create the seams for that pattern, unwrap, and then start to fine-tune the position of the character's mesh to the image map in the UV editor.
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