Editing Vehicle Creation

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===Finishing===
===Finishing===


OK, the last thing to do is sort out the texture we'll be using.  If can create a decent texture yourself, great.  If not, creating a reference texture lets you check for problems with the model, and gives the texture artists something to work with.
Creating an annotated texture, sending off the finished product.
 
Select all in the texture window, and choose UVs->Scripts->Save UV Face Layout.  This will create a tga file with the texture mapping information.  Make sure the size is 512x512, and save it.  Blender will give it an odd name, you may want to fix that.
 
[[file:Blender_Screen13.jpg]]
 
(You may notice that the wireframe here is different from the one above.  That's because I forgot to apply the decimate modifier, so I had to redo the skinning from scratch.  Oops!)
 
Now with all UVs still selected, choose Image->Open, and load your texture.  You should see your model wrapped in white, with lines on the seams, like this:
 
[[file:Blender_Screen14.jpg]]
 
Doesn't look too bad, but check out the front grill:
 
[[file:Blender_Screen15.jpg]]
 
Those grey and blocky sections are where the texture is being stretched.  We want to avoid that as much as possible, which we can do by playing with the UVs.
 
[[file:Blender_Screen16.jpg]][[file:Blender_Screen17.jpg]]
 
Moving that line of UVs down means the top of the bumper gets more space on the texture.  You'll need to do that for other parts of the front grill too.  Bear in mind that some of the UVs may be on top of each other.  Once you've finished, re-export the texture then reload it.
 
[[file:Blender_Screen18.jpg]]
 
Not perfect, but better.  With a more complex model I would open up the texture in an image editor and label all the parts, but that's not really needed here.  Now we just need to package it up and send it off.  Select File->Export->Wavefront, and export your model.  This will create a .obj and a .mtl file.  Zip these up together with the texture, and you have a completed model.
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