Textures in Blender in OrCo mode 2
The immediate consequence of all this is the way I choose to apply the textures to the wonderful model of the Aniax demon, modelled by Blengine on a concept by Matt Nayman for his film "The Hunters". Following this method, there was no need for uv mapping.
Aniax model
In the above image you can see the Aniax model still untextured. The first thing I did was to split the model in different materials, following the cube example. Then, I had my template for painting the textures in Gimp.
Aniax template
Aniax materials
There are two different front-back materials, one for the front head and arms (orange) and one for the hindlegs and ankles (red), because I couldn't use the same texture for both parts. The ears (yellow material) are mapped with a cube option, instead of the usual flat projection. The light blue material is a "diagonal mapped" material. Of course there is not a "diagonal" mapping option in Blender (as nor in any other application, as far as I know). The diagonal material is mapped as the front-back one; in this case, it works.
Aniax textured
The grey images are the bump maps. They are different for each material. The color map, instead, is the same for all the materials, mapped from the side. This avoid the seamless textures problem, and works quite well.
Aniax textured
In my opinion, the more important thing to obtain detailled textures is the bump map. For this reason I always try to paint it as bigger as possible, reaching images of about 6k (in "greyscale" mode the file is not so much big). The color map instead (in RGB mode), because of its blurred tones can be painted very much smaller.
All these pages and the images: © 2002-2003 Enrico Valenza