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This is the simple space ship model that we're going to UV-map and texture.
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The interior of the engines will have a different texture with totally different settings. I'm going to
separate this part from the model to make the texturing easier. This can be done by giving it a new material
in Wings (select the face, right click on it to trigger the menu and right click on "material" to create
a new material). I've created a new black material in this example and applied it on the engine interior.
Once the model is imported into Bryce the engine interiour can be selected separately thus making the texturing much easier.
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Export the model in .obj-format from Wings and fire up UV-mapper. Load your model into UV-mapper (File -> Load model).
You will get the message that "this object has no UV texture coordinates". That is OK because we're going to add these
now by selecting edit -> new UV-map.
Since this object is rather flat I selected "planar" when creating a new UV-map. If I would UV-map a milk carton for
example then I would select "box", a cola can would be "cylindrical". I think you understand.
Now save you texture map as a .bmp (File -> Save texture map). This image will be used as a template when painting
the real texture map later.
Don't forget to save the UV-mapped model (File -> Save Model). Give it another name and you will notice that the new .obj-file
is a bit larger than the old one. This is because it now includes coordinates for UV-mapping.
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Open up Photoshop (or whatever you are using), open the texture map and start painting your texture. Use the texture map
from UV-mapper as template (like a colouring book basically).
The texture in this example consists of a couple of layers. (1) The texture map from UV-mapper (2) A green base texture
with plates (3) A layer with the dirt and rust (4) 2-3 layers with details (white stripes, skull, hull damage).
I keep all layers a bit transparent making the texture map from UV-mapper slightly visible. I think the black lines
sometimes emphases the texture once applied on a model.
No need to make this specific texture more detailed since the model will be rather small in the image. And details can always
be added in post.
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Import the UV-mapped model into Bryce. Select it and apply your painted texture in parametric mode.
Test render to see if it fits.
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The engine glow is made by placing a spotlight behind the engine. It is pointing into the engine and has a colour/gel applied to it.
The interior of the engine is selected and a material with a high diffusion level is applied (making the engine interior so bright).
Remember we gave the engine interior a "new material"? That's why we can select it separately in Bryce now.
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I added some beacon lights, exhausts etc in post.
Check out the final image if you haven't already:
>> Here
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