Checker texture

In order to view the default UV maps, you will create both a Lambert and checker texture, and then assign them to the catapult geometry.

  • In the Hypershade, create a Lambert material.
  • Map the Color of the new material with a Checker texture.

Tip: Make sure the create option at the top of the Create Render Node window is set to Normal.

Press 6 on your keyboard to enable the Hardware Texturing. Assign the new material to the entire catapult. See how the texture is mapped on every object.

On equally proportionate surfaces (as close to square as possible), the checker texture will not appear to be too stretched, but on long and thin surfaces, such as the ropes, the texture will look stretched. Also, where a NURBS surface has a pole, the texture will look pinched.

NURBS texture mapping
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Note: Be aware that NURBS poles are really entire borders at the same location.

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