Inspired 3D: Constructing the Inspired Character Part 3 (continued from page 5)

[Figures 5153] Easy-to-read black-and-white maps used for unwrapping the UVs on an organic shape (above left, center). The grid map applied to the model (right).

[Figures 54 &55] A typical noise map (above). The noise map applied to the model (right).

The stretching inside the mouth is really out of control, but that is an area that will not be seen, so it will normally not have to be as accurately mapped and modeled as the rest of the head.

It will be helpful to view these textures in realtime so rendering is only used for a final test. Real-time texture viewing will speed up the UV editing process dramatically. Unfortunately, procedural textures do not update in real time; they can only be viewed using a software render. Most graphics cards are optimized to accept bitmapped or file-based textures. A file that has a grid or checkerboard in it can be assigned to the model, and the file-based texture will update in realtime if the modeler is on a machine with a decent graphics card.

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