Now that our half-character is finished, it's time to close the object.
Select the two halves and do Ctrl-J to join the meshes. Enter Edit mode,
Select three or four vertices at a time and build faces to close the model.
Make some renderings with diferents points of view, to check if your object
don't have disgracious zones.
It's time to start to apply the textures.
Here I'll use a more or less basic and fast method of skinning work.
If you want to try a more sophisticated one, please, read the
Little
OTO tutorial.
Give the object a light color ( in the Material Buttons) that will contrast
with the pink vertices, enter Edit mode, and in Front view press the little
landscape button ( see image above) at the Buttons Bar. This will render
the actual 3D view.
Save the image in 1024x768 as TGA format ( you set this in the Display
buttons window). Repeat this action to the Side, Top and Back views of
the character. When changing the view window don´t touch at the
zoom level, this way the vertices of the different views will be alligned.
We'll use these images as texture work guides.
Start your favorite 2D paint program ( The GIMP of course, if you need
some help with him, read the
GIMP
tutorial) and open a new image, with at least 1024x1024 size ( the
power of 32 is important).
We'll start with the torso.
Open the Front view TGA image, you've rendered before, select the torso
area and move it over the new image ( layers are very useful here, so,
keep as many as your Ram handles). Scale up or down the torso image (
if necessary) to fit the texture image size. Repeat those operations with
the rendered top and side views.
You must enter the different parts of the character body, in the 1024x1024
texture without overlapping.
Go back to Blender, give a shiny material to the character, and render
an 1024 Height size image of the Front, Back and Side views.
Save the images in TGA format.
We'll use those images as the basic texture material.
Well, at this state I can't help much. You must have some drawing and
painting skills and some knowledge of 2D painting software.
Some techniques i've used:
Open the shiny rendered image, select the torso area and bring it to the
texture image we've made previously . Scale it to fit the torso vertices
( make the image translucent, this way it's more easily to adjust it).
In a new layer, draw ( or copy and paste) some symbols or technical metal
pieces or...whatever, over the shiny torso. The map and bump filters are
very useful.
To apply the textures put two adjacent windows in your working space,
one 3D view, the other an UV Texture window.
Press F key to enter Face Select mode and U key to get the special UV
calculation menu.
We'll use almost the "From Window" item.
In 3D window, enter Face Select mode. Select the faces that fit your needs,
and choose "From window" in the U key pop-up menu.
The faces will appear in the image window.
Load the texture ( in image window) that you've made with the 2D paint
program, and move the faces over the texture ( surely you must scale the
faces to fit) to the desired place.
When you have a symmetrical axis select both "twin" faces and
do U in a perpendicular view ( in this case, the side view), this way
you'll apply the texture to both face selections at the same time.
Here ( image above) I've already aplied textures to the left leg. To do
the same with the right leg, select the faces in 3D window, and choose
"From window", in the UV Calculation menu.
The faces appear in image window as usual. But the texture "only
have left leg" ( image above right). How can we do? Simply select
all the faces, and do S-X to mirror them.
Almost all the 3D edit functions work in the UV Texture editor.
Well, now...repeat those steps for all the body parts!
Be brave!!