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Textures in Blender in OrCo mode
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Many times ago, someone asked me to explain how I applied the "OrCo-mode" (Original Coordinates), not-uvmapped, textures to the
Allosaurus model. Recently, someone else asked quite the same thing so, if anybody should be interested,
I made this short and really simple explanation.
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As you can see in the above image, the Allosaurus mesh has been splitted in different materials, one for each
color (as you probably already know, in Blender we can assign 16 different materials to the same mesh).
The blue color is the "side material" and will be mapped with a texture applied from the side (eh!), the magenta
color is a "front material" (mapped from the front view, of course) and the yellow one the "above material" (try to
guess). In the Allosaurus example, the mesh have others materials (the dark blue leg is one that will be mapped from the
side too), but just for our tut we can ignore this.
So, let's assume that the mesh we have to map is as simple as a squared geometric figure with six sides. The concept is really simple, and I think that the following image will explain it better than one thousand words... |
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Each material has its own texture.
One important thing is that each texture must have the exact "textspace" size of the mesh's from the point
of view we choice for mapping.
All the textures will be applied in "OrCo" mode so, for each material, we have to change the way Blender applies the texture. First, you must be aware that in "OrCo" mode the default way Blender applies the textures to a mesh is from above (the Y axe in the image; the axes orientation depends on the orientation you first created the object in Blender). In fact, for the "above material", the texture setting will be this: |
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Just the default setting.
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For the "side material", instead, the setting will be this one:
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As you can see, we changed the order
of the X, Y and Z coordinates for the texture.
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And this is for the "front material":
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Changed again.
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I usually do experiments with a little grid texture. This is the result:
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We can use the "different material for each side" technique to apply the textures with uv-mapping too,
but this is an other story.
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Go to the next page.
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All these pages, images and characters: © 2002-2003 Enrico Valenza
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