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8. Correcting texture
mapping
I am happy with
my mesh now. So now I need to put some texture on and adjust the texture
mapping. When you pull and move the vertices around, you move the
texture too. So if you make the dress longer, the texture will become
'streched'. That is what we need to fix.
Now I assign a texture to the mesh. I use my special squared texture mapping
bmp, but I could also use a b200 bitmap. But the squares makes it SO much
easier to do a good texture mapping! *get squared bmp* (right-click
and save.)
I click the Materials tab in
the toolbox. If you don't have a big screen like me you will need to have
the keyframer thing at the buttom of the screen turned off (Window
->Show keyframer should be unchecked) - you won't need it
anyway. Now click the New button and a grey sphere will appear. You can
rename the texture if you like, otherwise it will just be
Material01. Click the long <none> button to browse for a texture.
I choose my own bxxxfafit_sqared.bmp. When you see that texture on the
sphere (yes, it looks VERY weird) you can assign it to the mesh. Select
the entire mesh (edit -> select all) and click the assign button...
nothing happens. That is because your preview window is most likely set
not to show the texture. Right-click on the preview window and choose
Textured. Now it looks like this:

If the squares are
nice and about the same size the texture won't be streched in weird ways.
When you look at the preview you can see the squares are messed up 3
places: the top of the sleeves, the buttom of the skirt and the legs. We
will try to fix this. We will have to make a new bmp later to fit the new
mesh, but it will be worth the extra hazzle to get a good texture mapping
first. Ok, still keeping the entire mesh selected choose Window ->
texture coordinate editor from the menu. A window will pop up. If you
adjust it slightly you will be able to see the preview window at the same
time, this will be very helpful. The 'select' button is for selecting
vertices and the move, rotate and scale button will do just that with the
selected vertices. (Note: you are working in 2d, deciding how the texture
will be put on the mesh. When you move the vertices around you are not
changing the shape of the mesh, but the way the texture is
assigned) The box with the drop down menu is for selecting which group
to work with (so far we only have one) the next one is used when texture
mapping new shapes - don't touch it at this point. The same goes for the
Remap button. The scale button at the button is for zooming in - type in a
number, say 1.4 and press Scale. You can drag the texture around with
ctrl+mouse drag. Keep the 'redraw' button checked, that will allow you to
see the changes you make instantly on the 3d preview. Ok, lets do it...
We start with fixing the skirt. I zoom in (scale to 1.8 in this case) I
need to be able to see all the skirt vertices at the same time. I also
zoom in on the skirt on the preview window.

I now select the
bottom vertices of the skirt in the texture coordinate editor window- the
same vertices I moved to change the skirt in the main windows. I click
Move and pull them down, looking at the preview window.

The squares starts
looking better... just before I pull the selected vertices past the next
vertices of the legs I stop to pick them up (select button, hold down
shift while dragging/clicking).

Then I move the
whole thing down some more... I select the next leg vetices when I get
close as well and pull down just a tiny bit more... then I think it's
there

The lower part of the legs still looks weird - not
because of anything we did, that's how maxis texture mapped this mesh. But
let's fix it anyway ;) Move your zoom in both windows to focus on the
legs. Grab the knee vertices and pull them upwards till the front of the
legs looks good.

that's it! Now, onto the sleeves. The texture gets
too streched on the sleeves where we adjusted them. I can see on the
texture coordinate editor that there's plenty of room on the bitmap to
expand the texture mapping a bit on that part, so let's do it. I select
the sleeve vertices 2 by 2 (one vertex from both left and right sleeve at
the same time) and move them to make a bigger sleeve. (Note: when
selecting some of the vertices you will notice TWO vertices becomes
selected. That is because the same vertex is present more places in the
texture mapping, so if you adjust one place, the other must
follow) Select a pair of left sleeve and right sleeve vertices, move
them around a bit so you can see in the preview window what part of the
mesh they're on. (NOTE! the texture coordinate editor has a very limited
undo memory, so be sure to do lots of backups). Then move them while
looking in the preview window, make the squares look better.

I left
out some of the steps on this illustration, but you get the general idea.
You will notice that the texture mapping now looks more like the actual
mesh. As a general rule you can try to make the texture mapping wide where
the mesh is wide and so on - just keep checking those squares ;) The
mesh now looks like this:

A lot better than
before :)
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