<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-8935981312307481941</atom:id><lastBuildDate>Thu, 05 Sep 2024 09:45:13 +0000</lastBuildDate><category>3D Studio Max</category><category>Maya</category><category>Cinema 4D</category><category>Softimage XSI</category><category>Lightwave</category><category>Photoshop</category><category>General</category><title>Texturing tutorials</title><description>3d Studio Max Cinema 4D Lightware Maya Softimage Photoshop</description><link>http://texturing.blogspot.com/</link><managingEditor>noreply@blogger.com (Unknown)</managingEditor><generator>Blogger</generator><openSearch:totalResults>43</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-1864275606193923654</guid><pubDate>Mon, 10 Nov 2008 16:39:00 +0000</pubDate><atom:updated>2008-11-10T08:48:16.933-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Soilchild texture tutorial</title><description>&lt;a href=&quot;http://boards.polycount.net/showthread.php?t=47912&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5267070606871388146&quot; style=&quot;WIDTH: 560px; CURSOR: hand; HEIGHT: 150px&quot; alt=&quot;Soilchild texture tutorial - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpM1UXS4_CoKc7JdgfeJTlA_aA9ouawc3_kEhpnwksDkvYoI7gSQgBFL2oMZqndjwSeXmDgYdhMScfi9jlSUBu_IRzvqIB6SKEBkZrLDqSrQm0_hAXKx9eaEBf0cCmOObLcGwz1sAhgHuM/s800/tutorial_0043_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Great tutorial,  learn how to unwrap the model and paint textures in photoshop.&lt;br /&gt;&lt;strong&gt;by Joshua Singh&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/11/soilchild-texture-tutorial.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpM1UXS4_CoKc7JdgfeJTlA_aA9ouawc3_kEhpnwksDkvYoI7gSQgBFL2oMZqndjwSeXmDgYdhMScfi9jlSUBu_IRzvqIB6SKEBkZrLDqSrQm0_hAXKx9eaEBf0cCmOObLcGwz1sAhgHuM/s72-c/tutorial_0043_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4385579923650710011</guid><pubDate>Mon, 06 Oct 2008 14:45:00 +0000</pubDate><atom:updated>2008-10-06T07:48:21.340-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Advanced 3D aircraft texture mapping</title><description>&lt;a href=&quot;http://skyraider3d.military-meshes.com/skyraider/tut_advtexmap.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5254052308771257874&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Advanced 3D aircraft texture mapping - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisJ9G-y2yQkvTRhpSTHx8dtNgJZgKJX0QsBDkQvZ-RV7rauQNLCa7D3DP5p20XRYLavpv4WaNuL5f-qc9Gvt-UuqMyzbrKxtqkeJXI9GQMW6FQfXJv6gGrA5A-gjVakBWUkA0I36ilkN8f/s800/tutorial_0042_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This technique uses mainly planar mapping for the entire object. One set of mapping coordinates (UV channel 1) from the side, and one set from the top (UV2). These two textures are then merged with the used of a greyscale mask.&lt;br /&gt;&lt;strong&gt;by Ronnie Olsthoorn&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/10/advanced-3d-aircraft-texture-mapping.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisJ9G-y2yQkvTRhpSTHx8dtNgJZgKJX0QsBDkQvZ-RV7rauQNLCa7D3DP5p20XRYLavpv4WaNuL5f-qc9Gvt-UuqMyzbrKxtqkeJXI9GQMW6FQfXJv6gGrA5A-gjVakBWUkA0I36ilkN8f/s72-c/tutorial_0042_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-5786185910147154521</guid><pubDate>Mon, 06 Oct 2008 14:41:00 +0000</pubDate><atom:updated>2008-10-06T07:43:12.392-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Texture mapping 3D aircraft</title><description>&lt;a href=&quot;http://skyraider3d.military-meshes.com/skyraider/tut_texturemapping.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5254051184168088386&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Texture mapping 3D aircraft -3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKYQwrn1elM59xYfmpgR5DrvqXvhPTuq9HWeU-js-gvO49RburSiY7wFnCexHnj0Ou1sE9ugYlYDmuHMTU2E84ghuUqOH_wv8tpBTq8ttAcJ8dVL8rsHQB6zom5VARSJ-Nri2weVMBCquw/s800/tutorial_0041_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This tutorial explains how you can texture a 3D aircraft model. It&#39;s written in such a way that even relative beginners to Max might be able to follow this tutorial with some success.&lt;br /&gt;&lt;strong&gt;by Ronnie Olsthoorn&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/10/texture-mapping-3d-aircraft.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKYQwrn1elM59xYfmpgR5DrvqXvhPTuq9HWeU-js-gvO49RburSiY7wFnCexHnj0Ou1sE9ugYlYDmuHMTU2E84ghuUqOH_wv8tpBTq8ttAcJ8dVL8rsHQB6zom5VARSJ-Nri2weVMBCquw/s72-c/tutorial_0041_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4185120459828976972</guid><pubDate>Mon, 06 Oct 2008 14:25:00 +0000</pubDate><atom:updated>2008-10-06T07:27:43.947-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Photoshop</category><title>Creating a photorealistic human face</title><description>&lt;a href=&quot;http://forums.cgsociety.org/showthread.php?threadid=56847&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5254047117735423778&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Creating a photorealistic human face - Photoshop&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKixHFOp8DWax6oPA9R-mhptQs37u4OAIGrke0aPFive0_q-ObHqhytY2jqoglTprHNHMZZ7WfNDmbq_Nuwbxv_qPWwOW-OCJZUk16Q7qHsIqtIJB3yj03wI7RUWiEVggE9EHotkaTyNU4/s800/tutorial_0040_photoshop.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This is not a tutorial for bloody beginners, I won&#39;t describe every layer I place, or the exact settings of the tools. Generally I make a new layer for every step I do. Try to be a bit individual.&lt;br /&gt;&lt;strong&gt;by Jonas Nöll&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/10/creating-photorealistic-human-face.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKixHFOp8DWax6oPA9R-mhptQs37u4OAIGrke0aPFive0_q-ObHqhytY2jqoglTprHNHMZZ7WfNDmbq_Nuwbxv_qPWwOW-OCJZUk16Q7qHsIqtIJB3yj03wI7RUWiEVggE9EHotkaTyNU4/s72-c/tutorial_0040_photoshop.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-6566647674167751742</guid><pubDate>Mon, 22 Sep 2008 15:00:00 +0000</pubDate><atom:updated>2008-09-22T08:02:58.274-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Low-poly character tutorial</title><description>&lt;a href=&quot;http://www.bakaneko.com/howto/computer/3d/character/page01.html&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5248860935163696482&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Low-poly character tutorial - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjT67GbCS381KQHw4QfcwHmY01YOUqmM3n7PnpajOYNn9WJUaNWCbKG_nFSApk6n9uh4JpjRzx6evbBpg5CGgeNo-i7refgleQE3iE_qIIuuU2yskw9QCMaN1zh_vAXdAAZjUgtynmUgUPo/s800/tutorial_0039_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This tutorial is for the creation of Low-Poly &quot;Portable Game Res&quot; real-time characters. This tutorial is being made with 3D Studio Max and Photoshop and all program-specific instructions are for those programs.&lt;br /&gt;&lt;strong&gt;by Athey Nansel-Moravetz&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/09/low-poly-character-tutorial.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjT67GbCS381KQHw4QfcwHmY01YOUqmM3n7PnpajOYNn9WJUaNWCbKG_nFSApk6n9uh4JpjRzx6evbBpg5CGgeNo-i7refgleQE3iE_qIIuuU2yskw9QCMaN1zh_vAXdAAZjUgtynmUgUPo/s72-c/tutorial_0039_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-8105492161260333608</guid><pubDate>Mon, 22 Sep 2008 14:42:00 +0000</pubDate><atom:updated>2008-09-22T07:53:19.063-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">General</category><title>The ten top tips of texturing</title><description>&lt;a href=&quot;http://features.cgsociety.org/story_custom.php?story_id=4678&amp;amp;page=1&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5248857893912081442&quot; style=&quot;CURSOR: hand&quot; alt=&quot;The ten top tips of texturing - General&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDrBb_9XO8H0psAVs4-wv_Joade7VhsRnqNge9oYzBwtw0Wa5BvsrBXenHPL1s-BCFVhOEQs5DXCIuWHYtNrJoNE4Qef3Ga_2IYFgCjIlSeAB-CtKxaxapUi7WZHOiHoIgFOI8tj-bU_kd/s800/tutorial_0038_article.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;The main goal of this article/tutorial is to give you a few hints and tricks that might help you to make your own textures look better.&lt;br /&gt;&lt;strong&gt;by Jeroen Maton&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/09/ten-top-tips-of-texturing.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDrBb_9XO8H0psAVs4-wv_Joade7VhsRnqNge9oYzBwtw0Wa5BvsrBXenHPL1s-BCFVhOEQs5DXCIuWHYtNrJoNE4Qef3Ga_2IYFgCjIlSeAB-CtKxaxapUi7WZHOiHoIgFOI8tj-bU_kd/s72-c/tutorial_0038_article.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4904356867555186319</guid><pubDate>Mon, 08 Sep 2008 14:45:00 +0000</pubDate><atom:updated>2008-09-08T07:49:21.053-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Maya</category><title>Texturing a terrain</title><description>&lt;a href=&quot;http://www.pixero.com/tutorials_terrain.html&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5243662030756632466&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Texturing a terrain - Maya&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYSsMi1CQX_SESQcyiAcY7pbFPLM7RZVQOf4dKdxdK7_ziXTaVSz3XaZk0f5LsUbosKkHLO1XBCcYzv37jpul72UNIOR2pVwYl8aKMFUxcX79Ei-81D1K7hIZydj7lREkPLoGcbKn9whj8/s800/tutorial_0037_maya.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Short tutorial on how to texture terrain.&lt;br /&gt;&lt;strong&gt;by Jan Sandström&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/09/texturing-terrain.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYSsMi1CQX_SESQcyiAcY7pbFPLM7RZVQOf4dKdxdK7_ziXTaVSz3XaZk0f5LsUbosKkHLO1XBCcYzv37jpul72UNIOR2pVwYl8aKMFUxcX79Ei-81D1K7hIZydj7lREkPLoGcbKn9whj8/s72-c/tutorial_0037_maya.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-1665781363244708168</guid><pubDate>Thu, 04 Sep 2008 14:59:00 +0000</pubDate><atom:updated>2008-09-04T08:03:48.207-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Photoshop</category><title>Hard surface texture painting</title><description>&lt;a href=&quot;http://forums.cgsociety.org/showthread.php?t=373024&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5242181156084533378&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Hard surface texture painting - Photoshop&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdm0ioJo705wg0Stupm5PLhRUdMYU2ImGH2Lgx7fDEcrjBMEXPm9yp3OcEZnF7-d1vSMLKxXx3H85mD4i-OUycE0vk0TI0oT1dONtDYV9bm8mncdan7Xuvyzg9fEAjKuTB4KpcadKqrccl/s800/tutorial_0036_photoshop.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This is a method I use for texturing hard surface,sci-fi type objects..hope you find it helpful knowledge of Photoshop is assumed.&lt;br /&gt;&lt;strong&gt;by Stefan Morrell&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/09/hard-surface-texture-painting.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdm0ioJo705wg0Stupm5PLhRUdMYU2ImGH2Lgx7fDEcrjBMEXPm9yp3OcEZnF7-d1vSMLKxXx3H85mD4i-OUycE0vk0TI0oT1dONtDYV9bm8mncdan7Xuvyzg9fEAjKuTB4KpcadKqrccl/s72-c/tutorial_0036_photoshop.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-9059390972641606555</guid><pubDate>Tue, 02 Sep 2008 16:04:00 +0000</pubDate><atom:updated>2008-09-04T08:05:08.175-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Photoshop</category><title>Realistic eye texture painting</title><description>&lt;a href=&quot;http://www.3dtotal.com/team/tutorials/antro_eye2/antro_eyetex_01.asp&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5241455677933890034&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Realistic eye texture painting - photoshop&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDbnoqLYO6KQ0WZdU1B12XryDeWZRRwu4H7s8q_wTRhLvScKgk8nGjJbCo8pkqNTWk9-bBZwxECfkfVQ643zDu7sQV1i6PJ1_iNsEvNKnZeP-_iVGYpKiZqKSg9XmBgdbvRwgi-Vye2bpF/s800/tutorial_0035_photoshop.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This time, I will show how, with some patience and a tablet, you can produce your own eye textures, applicable to your 3D characters. It&#39;s a realistic texture, but it can be simplified, depending of your intention and your character&#39;s style.&lt;br /&gt;&lt;strong&gt;by Krishnamurti Martins Costa&lt;/strong&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;</description><link>http://texturing.blogspot.com/2008/09/realistic-eye-texture-painting.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDbnoqLYO6KQ0WZdU1B12XryDeWZRRwu4H7s8q_wTRhLvScKgk8nGjJbCo8pkqNTWk9-bBZwxECfkfVQ643zDu7sQV1i6PJ1_iNsEvNKnZeP-_iVGYpKiZqKSg9XmBgdbvRwgi-Vye2bpF/s72-c/tutorial_0035_photoshop.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-7135643714546018357</guid><pubDate>Tue, 02 Sep 2008 14:19:00 +0000</pubDate><atom:updated>2008-09-02T07:21:44.324-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Maya</category><title>Modeling and UV mapping a cigarette box</title><description>&lt;a href=&quot;http://www.truecg.com/index.php?option=com_content&amp;amp;task=view&amp;amp;id=14&amp;amp;Itemid=1&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5241428658949891106&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Modeling and UV mapping a cigarette box - Maya&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9pjzow5weBOmAgE4RtopeqIJhy7adl-OW-AzMN9lkQtusbeyTqAGfWMZ-x2EPdIznCSRD_zfCl1gGRjFXtDwhCbxoHCSSuRRXHRf8CWeV_C4ajotLzCExzeptWPK3Fq7c31k9wmMC4TaA/s800/tutorial_0034_maya.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;In this tutorial you will learn basic modeling and UV mapping for a cigarette box.&lt;br /&gt;&lt;strong&gt;by TrueCG&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/09/modeling-and-uv-mapping-cigarette-box.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9pjzow5weBOmAgE4RtopeqIJhy7adl-OW-AzMN9lkQtusbeyTqAGfWMZ-x2EPdIznCSRD_zfCl1gGRjFXtDwhCbxoHCSSuRRXHRf8CWeV_C4ajotLzCExzeptWPK3Fq7c31k9wmMC4TaA/s72-c/tutorial_0034_maya.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-2199451699686359659</guid><pubDate>Wed, 27 Aug 2008 17:23:00 +0000</pubDate><atom:updated>2008-08-27T10:26:08.222-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>UV Mapping a Car</title><description>&lt;a href=&quot;http://www.foundation3d.com/index.php?categoryid=39&amp;p2_articleid=74&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239249486618016610&quot; style=&quot;CURSOR: hand&quot; alt=&quot;UV Mapping a Car - Lightwave&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsY6ojJxuRI9_2sd-j7CIl5rpj_K4LuVWtU_z309J-GHt8diYccO6KvWbPyc61jgOS05meuCOnzcbze_Iky_2AggDQbVuFo0GmSskYNGEI6l99hgVhJy9GB41UvqeTJwh5k1RkBzXKoVFp/s800/tutorial_0032_lightwave.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;In this Tutorial we will be creating a UVmap as a reference to creating Decals/ logo’s etc for a Pontiac Firebird.&lt;br /&gt;&lt;strong&gt;by Tony Coleman&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/uv-mapping-car.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsY6ojJxuRI9_2sd-j7CIl5rpj_K4LuVWtU_z309J-GHt8diYccO6KvWbPyc61jgOS05meuCOnzcbze_Iky_2AggDQbVuFo0GmSskYNGEI6l99hgVhJy9GB41UvqeTJwh5k1RkBzXKoVFp/s72-c/tutorial_0032_lightwave.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-8306552667190383798</guid><pubDate>Wed, 27 Aug 2008 17:06:00 +0000</pubDate><atom:updated>2008-08-27T10:10:08.263-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Cinema 4D</category><title>UV rock</title><description>&lt;a href=&quot;http://www.levelsofdetail.com/tut1rock.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239245266412925602&quot; style=&quot;CURSOR: hand&quot; alt=&quot;UV rock - Cinema 4D&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuwInDS85t8VYIf_SU5I8vrrOFbuaAssQldyOQe_V37JLrp8tB6Zo1vwuBGGfiKlx78DmNNGDnHS2rUsSQPAnUoaOP_jY5od1MGlve6_tM0pqRu5b0ATUvQeJ0VuC5HaVgYOZ3dsrtJLH2/s800/tutorial_0031_cinema.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This tutorial is a quick example of modeling a simple low polygon rock and setting up the UV coordinates. It will also show the difference between two examples of mapping UV Coordinates.&lt;br /&gt;&lt;strong&gt;by Darrin Nupuf &lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/uv-rock.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuwInDS85t8VYIf_SU5I8vrrOFbuaAssQldyOQe_V37JLrp8tB6Zo1vwuBGGfiKlx78DmNNGDnHS2rUsSQPAnUoaOP_jY5od1MGlve6_tM0pqRu5b0ATUvQeJ0VuC5HaVgYOZ3dsrtJLH2/s72-c/tutorial_0031_cinema.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-1814621653990420633</guid><pubDate>Wed, 27 Aug 2008 16:58:00 +0000</pubDate><atom:updated>2008-08-27T10:01:26.105-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Cinema 4D</category><title>Creating normal maps</title><description>&lt;a href=&quot;http://planetpixelemporium.com/tutorialpages/normal.html&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239243261176033330&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Creating normal maps - Cinema 4D&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8V4Js7j9VOj-qPaA084rp3wJi5hq7oYGk_GXwwP6nZooprii98H9QVFiwVbcalLOczNjZY2X7rx3EWkap2MN0O17opsmwVVwDfaECTf0t2uuGsQ1x6GV6u3_N9J685ueiUhXVUrIel3RE/s800/tutorial_0030_cinema.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;In the early days of 3D video games, textures on surfaces consisted of color information only. The texture would be a picture of whatever material the designer was trying to convey - brick, stone, vegetation, wood, etc. - and would contain shading information as well as the texture and color to create the impression of a complex, dimensional surface.&lt;br /&gt;by James Hastings-Trew</description><link>http://texturing.blogspot.com/2008/08/creating-normal-maps.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8V4Js7j9VOj-qPaA084rp3wJi5hq7oYGk_GXwwP6nZooprii98H9QVFiwVbcalLOczNjZY2X7rx3EWkap2MN0O17opsmwVVwDfaECTf0t2uuGsQ1x6GV6u3_N9J685ueiUhXVUrIel3RE/s72-c/tutorial_0030_cinema.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-788480789812617923</guid><pubDate>Wed, 27 Aug 2008 16:41:00 +0000</pubDate><atom:updated>2008-08-27T09:44:17.930-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Softimage XSI</category><title>Texture Blending</title><description>&lt;a href=&quot;http://www.edharriss.com/tutorials/tutorial_xsi_texture_blending/xsi_nyc_tutorial_1_texture_blending.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239238845324189522&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Texture Blending - Softimage XSI&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsA6BOaw23bn2tmFNrUY0OWWsy8PIMRke9IohTsPpRbXlEKWhe39VnPwPY6pCXhWN9J_MBf7Q3IswIJEDgFuqiP4GsZ2HXl88ljl_G6m7JpZNOsuQ6yUxFCkffEQSbl9pAQf8-YuiAuRLJ/s800/tutorial_0029_softimage.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Sadly, however, my peach is somewhat flawed. The problem: you can&#39;t really unwrap most objects without edges, lines or uglies. One solution is texture blending. I like to use texture blending because it&#39;s fast, easy and effective.&lt;br /&gt;&lt;strong&gt;by Scott Stewart&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/texture-blending.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsA6BOaw23bn2tmFNrUY0OWWsy8PIMRke9IohTsPpRbXlEKWhe39VnPwPY6pCXhWN9J_MBf7Q3IswIJEDgFuqiP4GsZ2HXl88ljl_G6m7JpZNOsuQ6yUxFCkffEQSbl9pAQf8-YuiAuRLJ/s72-c/tutorial_0029_softimage.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4662809753037983295</guid><pubDate>Wed, 27 Aug 2008 16:22:00 +0000</pubDate><atom:updated>2008-08-27T09:28:42.617-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Softimage XSI</category><title>Applying masked decals</title><description>&lt;a href=&quot;http://www.edharriss.com/tutorials/tutorial_applying_masked_decals/applying_masked_decals.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239234803504823186&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Applying masked decals - Softimage XSI&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik-zGGNBqF_nzJ_aXUR_Dme5t4lBtZN4Z0jTq4dcLInDKK8tfTLqVg9PpGZirpuqtGJnhMHzi4OxaPmqLtiWsRrUNv3M9M93RzL4I1SjSsasErgo31gG27teIaa2WtfARH5Xc05Ldx8wpk/s800/tutorial_0028_softimage.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This tutorial will show you how easily you can add decals to your models in SoftimageXSI using the Rendertree.&lt;br /&gt;&lt;strong&gt;by Jean-Francois Bouchard&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/applying-masked-decals.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik-zGGNBqF_nzJ_aXUR_Dme5t4lBtZN4Z0jTq4dcLInDKK8tfTLqVg9PpGZirpuqtGJnhMHzi4OxaPmqLtiWsRrUNv3M9M93RzL4I1SjSsasErgo31gG27teIaa2WtfARH5Xc05Ldx8wpk/s72-c/tutorial_0028_softimage.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-1954061546224617876</guid><pubDate>Wed, 27 Aug 2008 15:57:00 +0000</pubDate><atom:updated>2008-08-27T08:59:36.008-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>This old house</title><description>&lt;a href=&quot;http://www.digitalproducer.com/pages/old_house.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239227463752318722&quot; style=&quot;CURSOR: hand&quot; alt=&quot;This old house - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWEzVWK1LeFwZlldsktXIHYgAx3Sqg_SLaZ2KCdZF8X1iHlL37ojX7Yy3Viz6Vp7Ve26qOj-cMcwlCvFxiIr7AX9zYfipLAGFug_8Rk4YlWDxhSsScr4yIZc_Q37zbpm0sx2PH4Lh78ad0/s800/tutorial_0027_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This tutorial shows what you can do to make your objects look old and how to use light and volumetric effects to render a picture with a right mood.&lt;br /&gt;&lt;strong&gt;by Jarek Dukat&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/this-old-house.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWEzVWK1LeFwZlldsktXIHYgAx3Sqg_SLaZ2KCdZF8X1iHlL37ojX7Yy3Viz6Vp7Ve26qOj-cMcwlCvFxiIr7AX9zYfipLAGFug_8Rk4YlWDxhSsScr4yIZc_Q37zbpm0sx2PH4Lh78ad0/s72-c/tutorial_0027_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-1921210540660461691</guid><pubDate>Wed, 27 Aug 2008 14:59:00 +0000</pubDate><atom:updated>2008-08-27T08:03:08.641-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Projection painting</title><description>&lt;a href=&quot;http://polyphobia.de/html/wordpress/?cat=13&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5239212475487781314&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Projection painting - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1Cjqr-r70VpKv7x7HNhikMq3Num-KUuPwQW255U_NdnQyfJZM_QwJ_yUhyphenhyphenhSDzmh0qqnfN_qqec31HH2uXJNRYwkRB0vnFKmU9DaBfy_nMObWpyQ6gjlotzy5YdDvWCQgUsnsTQ7hfHAo/s800/tutorial_0026_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Finally i found the time to do the tutorial about creating seamless textures within 3dsmax, i used 3dsmax 5 when i made the pictures, but you can use version 6, 7 or 8 also, using version 8 with its peltmapping would also make it easier.&lt;br /&gt;&lt;strong&gt;by Steffen Unger&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/projection-painting.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1Cjqr-r70VpKv7x7HNhikMq3Num-KUuPwQW255U_NdnQyfJZM_QwJ_yUhyphenhyphenhSDzmh0qqnfN_qqec31HH2uXJNRYwkRB0vnFKmU9DaBfy_nMObWpyQ6gjlotzy5YdDvWCQgUsnsTQ7hfHAo/s72-c/tutorial_0026_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-1032988684343358649</guid><pubDate>Mon, 25 Aug 2008 17:16:00 +0000</pubDate><atom:updated>2008-08-25T10:18:00.595-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Softimage XSI</category><title>Cubic mapping</title><description>&lt;a href=&quot;http://www.bernardlebel.com/tutorials/XSI_cubicMapping/cubicMapping.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5238505424247330418&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Cubic mapping - Softimage XSI&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqfh3qlAfy2Ryh8UaAgeCxihyphenhyphenQNME_MHacEFOVMrF7P8RMSb6x4jtTNGKsFi53a4sZ7GKbSB5HX7EOLpRNXVLndMN4JYHaJNy-rpqE3zoW2Kw_fzmoiJGTVSpoqvO62KGfeuij6FW7WFwu/s800/tutorial_0025_softimage.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Unfortunately for many artists, XSI doesn&#39;t offer cubic mapping. You have to create it by hand. So here&#39;s a tutorial that shows you how.&lt;br /&gt;&lt;strong&gt;by Bernard Lebel&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/cubic-mapping.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqfh3qlAfy2Ryh8UaAgeCxihyphenhyphenQNME_MHacEFOVMrF7P8RMSb6x4jtTNGKsFi53a4sZ7GKbSB5HX7EOLpRNXVLndMN4JYHaJNy-rpqE3zoW2Kw_fzmoiJGTVSpoqvO62KGfeuij6FW7WFwu/s72-c/tutorial_0025_softimage.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-168273542699904785</guid><pubDate>Mon, 25 Aug 2008 17:02:00 +0000</pubDate><atom:updated>2008-08-25T10:04:34.915-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>UV texturing focus on game models</title><description>&lt;a href=&quot;http://www.borderequals0.org/articles/uv_intro.cfm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5238502065266554306&quot; style=&quot;CURSOR: hand&quot; alt=&quot;UV texturing focus on game models - Lightwave&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFHIni2iFd26KE8-ccpiEyyxcwH5-jYz0BEuRizeTrQ767d2t27QRwDIJAUNlqwMC_QZD6vDPA7xEuylxe2OsKAIM_qkMr1fHXWHphyrT2cJNpQQ4cPVBGIJVvz1sQEBOpc0Q_c2rphElM/s800/tutorial_0024_lightwave.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;This tutorial explains two methods for the UV mapping of an object in Lightwave3D 7.0b. This tutorial should be compatible with all 6.X+ versions of Lightwave3D.&lt;br /&gt;&lt;strong&gt;by Max Glick&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/uv-texturing-focus-on-game-models.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFHIni2iFd26KE8-ccpiEyyxcwH5-jYz0BEuRizeTrQ767d2t27QRwDIJAUNlqwMC_QZD6vDPA7xEuylxe2OsKAIM_qkMr1fHXWHphyrT2cJNpQQ4cPVBGIJVvz1sQEBOpc0Q_c2rphElM/s72-c/tutorial_0024_lightwave.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-2577784262177175860</guid><pubDate>Mon, 25 Aug 2008 16:51:00 +0000</pubDate><atom:updated>2008-08-25T09:55:47.027-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Cinema 4D</category><title>Modeling and texturing a book</title><description>&lt;a href=&quot;http://www.the123d.com/tutorial/c4d3/book01.shtml&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5238499621223778402&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Modeling and texturing a book - Cinema 4D&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOTJv841Akg-F46owgz7r2yjy8gQt9TIbPoSKhwDRzAiwAxOAWyrekUC4rD6g9aXcjvZ9y_XzAvNL1EjXjLcCVzhdTrqvD5_oELtbpYPXeUp6bWHRdqueceHV0715wtO8sapaXhbtE35vu/s800/tutorial_0024_cinema.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Time for another tutorial and this time we&#39;ll be modeling and texturing a book with a dust cover.&lt;br /&gt;&lt;strong&gt;by Anders Kjelberg&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/modeling-and-texturing-book.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOTJv841Akg-F46owgz7r2yjy8gQt9TIbPoSKhwDRzAiwAxOAWyrekUC4rD6g9aXcjvZ9y_XzAvNL1EjXjLcCVzhdTrqvD5_oELtbpYPXeUp6bWHRdqueceHV0715wtO8sapaXhbtE35vu/s72-c/tutorial_0024_cinema.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4568794732850357119</guid><pubDate>Mon, 25 Aug 2008 15:04:00 +0000</pubDate><atom:updated>2008-08-25T08:07:36.038-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Surfacing a coin</title><description>&lt;a href=&quot;http://www.newtek.com/lightwave/tutorials/surface/SurfacingCoin/index.php&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5238471603495726402&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Surfacing a coin - Lightwave&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXSYJ3i-oOHfa1BG9d8qjbp0zGNc2phbTHcEiLHBytAvPkSvcIUeALCox5kBhZQ_pR2QCsQR-1epZ9akAf1acTQBL-ugBnH3sjjfgdaBTdguAgN0XaK8wXg_tWulk23DPxMKHwmC9p459g/s800/tutorial_0023_lightwave.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;You may have wondered what kind of money is used for monkey business. Well wonder no longer...Let&#39;s take a look at what I did to create the surfacing on the coins in this 3D Illustration.&lt;br /&gt;&lt;strong&gt;by Henk Dawson&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/surfacing-coin.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXSYJ3i-oOHfa1BG9d8qjbp0zGNc2phbTHcEiLHBytAvPkSvcIUeALCox5kBhZQ_pR2QCsQR-1epZ9akAf1acTQBL-ugBnH3sjjfgdaBTdguAgN0XaK8wXg_tWulk23DPxMKHwmC9p459g/s72-c/tutorial_0023_lightwave.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-9006134630773575649</guid><pubDate>Mon, 25 Aug 2008 14:54:00 +0000</pubDate><atom:updated>2008-08-25T07:56:22.432-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Mapping</title><description>&lt;a href=&quot;http://www.cgarchitect.com/upclose/article18_TB.asp&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5238468964868113090&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Mapping - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEBZjeMmu5fpXXCQ2jBVRR4JdrnxLNldtR4p5X4VFbCEMhXTKVCX60jmyFuA966sdod80xDsOCgDrxqqJTAc62SxZV9hlfpXycVd9hUlfnKot9Bk97bHTjPYo-6CZrN-e73k8WWdlEDhO5/s800/tutorial_0022_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;No, radiosity and translucency is not the topic of this month’s column. What I’ll cover is the process of applying multiple mapping coordinates to a single object and aligning the mapping to the various planes of an object.&lt;br /&gt;&lt;strong&gt;by Ted Boardman&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/mapping.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEBZjeMmu5fpXXCQ2jBVRR4JdrnxLNldtR4p5X4VFbCEMhXTKVCX60jmyFuA966sdod80xDsOCgDrxqqJTAc62SxZV9hlfpXycVd9hUlfnKot9Bk97bHTjPYo-6CZrN-e73k8WWdlEDhO5/s72-c/tutorial_0022_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4194384061812433573</guid><pubDate>Mon, 25 Aug 2008 14:29:00 +0000</pubDate><atom:updated>2008-08-25T07:31:08.896-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Maya</category><title>Using projection mapping</title><description>&lt;a href=&quot;http://en.9jcg.com/comm_pages/blog_content-art-108.htm&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5238462571508078178&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Using projection mapping - Maya&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj56Fo8ue977sJzJyvtWRNlEXKuqrNhEfuskKRmVaX_KyRgRSR8WmBtdCHsCD-BwMCF5xuFoWpEhTMKpA3BmHEn-vTellmjJhiFC29E4JHZLPfzBudc0ulSuDaYHDJDjbLF0F1By6L9MTlV/s800/tutorial_0021_maya.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;Projection mapping is a feature that allows you to project 2D texture with an object called placement node, so you don&#39;t actually need to worry about UVs on the objects.&lt;br /&gt;&lt;strong&gt;by Bogdan Amidzic&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/using-projection-mapping.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj56Fo8ue977sJzJyvtWRNlEXKuqrNhEfuskKRmVaX_KyRgRSR8WmBtdCHsCD-BwMCF5xuFoWpEhTMKpA3BmHEn-vTellmjJhiFC29E4JHZLPfzBudc0ulSuDaYHDJDjbLF0F1By6L9MTlV/s72-c/tutorial_0021_maya.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-4139315620168093751</guid><pubDate>Fri, 22 Aug 2008 18:41:00 +0000</pubDate><atom:updated>2008-08-22T11:43:32.509-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Lightwave</category><title>Making a complex UV texture</title><description>&lt;a href=&quot;http://www.joelertola.com/tutorials/tutor_frmset.html&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5237414150105357938&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Making a complex UV texture - Lightwave&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwNbrjsSoOG58is9bQ_ngFxbMi18ueWlnof4gDJNhRC-3ju7-8vVvU1oLGS-tBP2oF2Gw_LT4LPjLquJDoVvGE2CsmiHvdW_v6-HaY-qfe56xgCWmJSSHZLC_6BgadE2YnIRDjad2eo-FF/s800/tutorial_0020_lightwave.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;A complex object is hard to texture map. None of Lightwave&#39;s mapping types will allow easy texturing of the object.&lt;br /&gt;&lt;strong&gt;by Joe Lertola&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/making-complex-uv-texture.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwNbrjsSoOG58is9bQ_ngFxbMi18ueWlnof4gDJNhRC-3ju7-8vVvU1oLGS-tBP2oF2Gw_LT4LPjLquJDoVvGE2CsmiHvdW_v6-HaY-qfe56xgCWmJSSHZLC_6BgadE2YnIRDjad2eo-FF/s72-c/tutorial_0020_lightwave.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8935981312307481941.post-8079180181284765734</guid><pubDate>Fri, 22 Aug 2008 18:19:00 +0000</pubDate><atom:updated>2008-08-22T11:31:51.960-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Studio Max</category><title>Car Mapping</title><description>&lt;a href=&quot;http://www.onnovanbraam.com/index.php?tutorials/car_mapping/&quot;&gt;&lt;img id=&quot;BLOGGER_PHOTO_ID_5237411173069771506&quot; style=&quot;CURSOR: hand&quot; alt=&quot;Car Mapping - 3D Studio Max&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDTvmiCGpKqSTM7GHnkTc48f0GCs3eUspFAvxIqGgwvAkwJ-J9hpH4kvBqT_-NUC2VBZTncL9HwXeaOmaSKDMrrXNdrvlvxxu8eJczcrTOlW_R7vcdU1Yv8HXI6GzV20RcGxFHMAH5raO9/s800/tutorial_0019_3dsmax.jpg&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;In this tutorial I&#39;ll try to give an impression of how I apply textures to my cars. It&#39;s very simple once you get it, really.&lt;br /&gt;&lt;strong&gt;by Onno van Braam&lt;/strong&gt;</description><link>http://texturing.blogspot.com/2008/08/car-mapping.html</link><author>noreply@blogger.com (Unknown)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDTvmiCGpKqSTM7GHnkTc48f0GCs3eUspFAvxIqGgwvAkwJ-J9hpH4kvBqT_-NUC2VBZTncL9HwXeaOmaSKDMrrXNdrvlvxxu8eJczcrTOlW_R7vcdU1Yv8HXI6GzV20RcGxFHMAH5raO9/s72-c/tutorial_0019_3dsmax.jpg" height="72" width="72"/><thr:total>0</thr:total></item></channel></rss>