Learn step-by-step how to create and manipulate 3D computer graphics. You can design banner ads, movies, logos, buttons and more.  Home 3D Graphics Tutorials Car Mapping
Your Ad Here

Car Mapping


This tutorial is a combination of two tutorials I made earlier and applied to a real-life example.

In this tutorial I'll try to give an impression of how I apply textures to my cars. It's very simple once you get it, really.

As subject I'll use my latest car, the Citroen C3 'Custom'. I could have picked any car, in fact I might as well have chosen a box, as long as the object you use has a couple of polygons. What is all comes down to is this:

Create your car, plane, whatever, select parts of your mesh and assign a unique material ID to that part, repeat this step for all parts, then apply an UVW map for every ID, create a multi-sub-object material and voila, you're done. Easy as that.

Here's a screenshot of the car we'll be working with:

image 1

Okay, now you should think by yourself how you are going to break it apart, so what pieces you'll want. I want the front bumper to be one part, the side, the other side, the roof and the rear bumper (I detached the doors, hood and rear door, because I wanted them to be able to move separately, they're all just planarly mapped since I only put one texture on those parts).

So I select the front bumper, and set the material ID to 1, select one side, set that ID to 2, the other side: ID = 3, the roof: ID = 4 and the rear bumper: ID = 5.

image 2

image 3

image 4

image 5

image 6

image 7

So far so good, and very easy, isn't it? Now we'll add all the UVW maps. I am only going to use planar UVW maps, so they need to be exactly the size of your selection, so use 'Select by ID', apply a new UVW modifier and click 'Fit', or fill in the size of the map manually, works just as good. So for the front bumper your UVW map would be like this (see the Gizmo?):

image 8

And the sides (I use one UVW map for the sides...), roof and rear bumper respectively:

image 9

image 10

image 11

Now give each UVW map a unique Map Channel, you could make it match the material ID (this would be very conveniant and will avoid problems) but it doesn't really matter as long as they are all unique! You will use this map channel when you make your materials for each part of the car.

image 12

Your modifer tree should look something like the following image. Mine has some additional modifiers (a symmetry, because I only modeled half the car, a MeshSmooth for good looks, and the Editable Mesh to set some of the ID's), so don't reallt pay attention to them. I may have more or less UVW map modifiers, since I only have four parts I want to texture... This doesn't matter at all, it's the way it works that matters here.

image 13

Okay, great, so now everything is set up, we can start making the material. I use one of the MultiSub-Object type: here you can make a material for each ID and assign this overall material to the object and if you had your ID's and Map Channels right it would look as you wanted to. So go to an emtpy slot in the material editor, click 'Standard' and select Multi/Sub-Object from the list. Discard old material. Set number to 4 (we have four different ID's!). Now you can start making all your materials, just click the first one from the list, the one for the front bumper and do what you like with it. But keep the following in mind:

Suppose my front bumper would have ID 1, and the UVW map that maps the front bumper has a map channel of 1, then the map channel of textures in your material should ALSO have a map channel of 1, since you want those textures to mapped correctly for the front bumper. If you would set the map channel to match a different UVW map then it wouldn't fit the fron bumper corectly. In the following screen shot, you can see how I did it: my UVW map for the front bumper had a Map Channel of 4 (what you see here is the diffuse bitmap):

image 14

Keep the previous at the back of your head at all times! So the material you with ID one is given to all the polygons that have ID 1 and is mapped by the UVW map that corresponds to the map channel in your textures. Well from here on it's more of the same for all the different parts and in the end you have something like this (I used the same material for the hood, doors and rear door...):

image 15

I recommend using 'Show Map in Viewport' image 16 a lot, since it immediately shows whether you have done it correctly or not.

And the final result: Citroen C3 'Custom'



Author's URL: .Chip
Thank you for voting.
Rate this Materials:
Bad 
1 2 3 4 5 Excellent
print this page subscribe to newsletter subscribe to rss

Explore the process of creating 3D computer graphics. Using our articles and tutorials, you will learn cutting-edge techniques for modeling, scene setup and rendering. More 3D Graphics: Most Popular Materials | Fresh Materials | More 3D Graphics Tutorials at 3DLessons.com

Add comments to "Car Mapping"

Only registered users can write comment

No comments yet...