Starbright Illustrations - 2010-09-08 15:05:01

3D spaceship with test texture
As I said yesterday, I’m in the very initial stages of giving my 3D spaceship model a proper skin. Stage one was to create a test pattern skin for the model to see where the skin needs to be pushed and pulled before it can be painted.
As you can see from the above render, my spaceship skin needs a little bit of adjustment before I can start painting it and create the finished texture image.
The whole spaceship should be covered in squares, and it is, but the squares should all be the same size, and they shouldn’t be twisted or squished. Here is where my model needs a little bit of work. Well not the model itself, that’s pretty much done, just the skin that’s going to be wrapped round it to make it colourful and realistic.
On my spaceship some of the squares are so big they cover an entire wing and some are so much smaller that nine or ten of them fit on to the spaceship’s nose. If I were to paint on to that skin now some bits would look close up and pixilated and other bits far away and squished.
And the skin is so untidy it would take me ages to work out what bit on the skin was what bit on the model before I could even fire up GIMP and start creating attractive patterns of paint and realistic looking detail.
To get to this point I’ve been following this Blender 2.5 UV unwrap video tutorial. It played without sound for me, but I still pretty much got the idea. Now it’s back to the Vega Strike game model tutorial for hints about how to tidy this mess up and create a proper image texture. Right now the image file looks like a plate of spaghetti but hopefully I can make it into something logical and recognisable.

