Detailing Horned Animal With New B-Brush Function!

Hey everyone, this is a character head i’ve had for a bit now, i made to practice UV Mapping on. But when Blender 2.41 came out with the B-Brush funtion, i had to try it out on something. Here’s some before and after shots:

With B-Brushing:

Without B-Brushing:

And a couple wire pics, after and before B-Brushing.

This is a what the program Z-Brush does, except with many more funtions and much more advanced. Everyone should at least try this tool, look at for the info on how to use it.

I think this project could turn out well if i do my UV mapping homework. :smiley:

Hope you like it! Crits very appreciated.

Well, i’m about to begin on UV mapping, and i would like a question answered. Once your UV map is done, can you modify the mesh without destroying the UV coorndinates? Nothing drastic, just tweaks here and there. Thanx! :smiley:

Edit:/ I just started unwrapping and here’s my question: In the image window after i have LSCM unwrapped, some verts are obscured and i would like to move them. Can i just select all a vertice and move it to my liking to make my map neater, or will this mess stuff up? Help is very appreciated.

Nice model.

Yes, you can move verts around afterwords without completley breaking the UV mapping. You can even sub-d the model and still retain proper mapping. Of course, there is always a chance that you will start stretching your texture if you move verts too much, but it is a simple matter to go back to the UV window and adjust a bit to compensate.

As to your second question, The goal of UV unwrapping is to flatten your model out with no overlapping polygons and minimal stretching. LSCM tries to do this, but it will likely need to be tweaked by you manually. Think of a bearskin rug --it was once wrapped onto a 3D creature, but now it’s perfectly flat. -that’s what a good UV map should be like.

it will be easier to understand how UV-mapping works if you load an image into the UV/image editor window (IMAGE>OPEN) and then make a material with that same image and apply it to your model. just make sure the “UV” button is selected under the “Map input” tab in the material buttons (F10) you’ll qiuckly discover how the part of the image that is directly under any given polygon in the UV/Image editor window gets applied to the object. This is why ovelapping poly’s aren’t usually a good thing. (If you wanted to texture a box with the same image on all sides you could stack all the poly’s on each other, but it’s a rare case.)

hope that helps.