Rhino FS2 Tutorial

<3.5 - Final Texturing>

Now I'll really make things short... honest! :p

Now that you've tested the model and confirmed that it doesn't crash, all that's left is texturing the model the way you like in TS. For each turret, assign a seperate UV Projection. I use the Planar UV Projection with the beam4.bmp texture for turrets. You can select individual or multiple faces and assign them seperate materials and UV projections.

A tip for manipulating UV projections: When you place a UVP, you will be able to rotate and move it just like any other object in TS. But usually I find that all I want to do (for planar UVP's) is swivel it so that instead of a hullplate texture's lines facing "vertically", they face "horizontally". So to limit the movement of the UVP to a single axis, deselect X and Y from the bottom right "Toggle navigation using X/Y/Z axis" buttons. This will limit the planar UVP to spinning like a top, which you can control using the Object Rotate tools with the right mouse button.

Here are various files of the model at different stages of it's construction.




Well, that's about all I can think of now. If you have questions, suggestions, or comments, I'd love to hear from you. You can catch me on the Hard Light Productions forums as "Sandwich", or by email at [email protected].

I hope you've learned what you wanted to know in this tutorial. Now go forth and build some models! :)

- Michael "Sandwich" Cohen



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