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In the example shown in Figure 54, the noise map is applied to the model. This map in Figure 54 was generated in Photoshop using the texturizer filter in about a minute. In previous tests, the mapping seemed fine, and the stretching was minimal. After the noise map is used, the stretching in the ear and across the nose is easily apparent (Figure 55).
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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