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===Wrapping=== Vehicles in Darkwind are textured with a single 512x512 pixel jpeg, which is mapped to the surface of the vehicle. This is actually the bit I'm least good at, so if you have any ideas on how to improve the technique outlined here, please go ahead and add them. Step one is to create a new texture (you'll probably want ot be in material mode with one of your windows set to texture) which is 512x512 in size, as shown here: [[file:Blender_Screen7.jpg]] Now for the fiddly bit. Select all the faces on one side of the model. This may take a while. Try and make sure you don't select any faces that would be better off as part of a different side. You should end up with something like this: [[file:Blender_Screen8.jpg]] Now set the camera to point directly at that side (you can use the num pad to get exact 90 degree camera angles) and make sure you're using isometric projection (numpad 5 toggles). Press u, then choose "project from view". This will project the selected faces onto the texture, like so: [[file:Blender_Screen9.jpg]] Move the projection off the texture for now, and then in one of the other windows hide the selected faces. Do this for the other five directions (hiding the faces as you go makes it easier to know what you've already textured), then unhide everything. You should end up with something like this: [[file:Blender_Screen10.jpg]] I actually used unwrap rather than project for the bit behind the wheels, because I don't much care what it looks like - it's probably going to be solid black anyway. Next job is to move all the pieces around to fit on the texture. Make sure you have "Sync UV and Mesh Selection" turned off, it will make this a lot easier. Also, holding down control makes 90 degree rotations easier. I'm no texture artist so I don't know how they would want this done, but I normally end up with something like this: [[file:Blender_Screen11.jpg]]
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