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Wrapup

Figure 9: Left picture has no Ref Map
Sans Ref Map With Ref Map
See the difference between the pictures? That's a really keen effect. Immediatley the wood look more realistic, and even older and rotting. But honestly, something's still missing. It's missing character!

Now comes the part where you have to use your imagination to actually make the wood come to life. I've taken the liberty to provide a few examples of how might one use various techniques to liven up the wood. Because the focus of this tutorial is texturing, I will refrain from describing modelling techniques to make this wood look old. I will only remind you that wood is not a plane, and has thickness to it.

Figure 10:Y-direction Stretch
delta sizeY
Remember the description of Blackbeard's lever-plank: thick, deteriorating grooves, and a worn down surface. Without redoing the textures recently created, we could finish the task by increasing the size of the maps -- but only in the y-direction. The maps are already stretching in the x, so stretching the y can be done in two ways. The first method modifys only the Ref Map (can later be adjusted for all maps) by setting the sizeY between -1 and 1.

Figure 11: Result of Ref Map strech
Ref Map Stretch
The second method involves changing the texture space of the object. In the 3D window, make sure the plank is selected, and press the t-key and select "Size." Use the middle-mouse button to limit the scaling in the y-direction. This will affect all the textures (col, nor, and ref). Figure 13 shows my final result. That's what I'm talkin' about. Blackbeard was there.

Figure 12: Changing Texture Space
t-key pup menu
Example of Changed Texture Space
Figure 13: Blackbeard's Lever
Avast, ye Land Lubber
   

FINIS

Index --|-- 1 --|-- 2 --|-- 3 --|-- 4 --|-- Wrap-up