www.colacola.se - 3D models and renders by Anders Lejczak
    
PART 3, UV-MAPPING AND TEXTURING
 
Who is this for? This page will probably be most useful for those who have tried & failed using body paint (or never used it) - not for those already using it. I have received a comment telling me to "instead of building plastic toy planes" should "model and texture each panel individually". Have that in mind before blindly following everything I have written :)

Tools you need: An editor that handles layers (Photoshop, TheGimp or alike) and a UV-mapper - BodyPaint.

Creating the base for the UV-template.
Fire up your 2D editor and create a new 2048*2048 document. Fill it with white and save it as "uv-template.jpg".

Create a new material in C4D and apply the "uv-template.jpg" in the color channel. Apply this material to _all_ objects (not to lights and environmental objects if you have any).

Preparing the mesh
Before I plunge into UV-editing the mesh I will fix a couple of small things that will make the UV-editing easier.

I have connected all objects that don't need to be individual objects (for example the fuselage with the fuselage details).

I have also connected the wings with all the flaps and ailerons. Why? Because it is _much_ easier to separate these object again later than UV-edit all these objects separately. Consequently I have connected the tail wing with the pitch.

Take a look at my object list [HERE] if you wish.

Setting selection tags
The selection tags are a must. Why? Because they will help you select specific polys or areas of polys while you UV-edit your mesh. Set selection tag on areas that will need special attention or are difficult to select.

I have selection tags on the following objects:
  • Fuselage (a tag for all left side polys, a tag for all right side polys and a tag for the inside if the cowling).
  • Wings (a tag for the top side and a tag for the bottom side)
  • Tail wings (a tag for the top side and a tag for the bottom side)
  • Instrument panel (a tag for the dashboard polys)
  • Rudder (selection tags for the left & right side polygons)
This is how you set a selection tag (on the fuselage for example):
  • Select all polys on the left side using the usual selection tools.
  • From the select menu choose "set selection" (a red triangle appears next to the fuselage object). Name your selection "leftbody"
  • Invert your selection (now all polys on the fuselages right side should be selected)
  • BEFORE you create another selection tag make sure that you deselect the previous one - otherwise it will be overwritten with the new selection. I do this irritating mistake all the time. Deselect the "leftbody" tag by clicking on the fuselage object in the object hierarchy. The polys on the right side of the fuselage should still be selected - now set another selection tag (a second triangle should appear next to your fuselage object) and name it "rightbody".