Freespace and Freespace 2
Model Texturing Tutorial

Lesson 4 - Applying Texture to our Model

 

Our selected texture - click for larger viewNow that we have our texture loaded into Truespace, we can finally begin to apply it to our model.

Select the Paint face toolPaint Face toolagain. Truespace will automatically open all the material panels again. Click on the checkered marble in the Shader/Maps panel (the 3rd icon on the top row select Texture Map panel).The Texture map panel will appear again. Close all the panels except for the Material preview and Texture Map windows. We'll be using the texture map window to adjust our texture's size and placement on our model, and observe the changes in the material preview window and on the model itself.
Maerial Preview windowTexture Map window

When the Paint face tool is selected and we move the cursor into the drawing area, the cursor will change to look like the tip of a paint brush. This is an indication that we are in paint (texturing) mode, rather than object manipulation mode.

We will not have to apply a UV mapping space for our simple cube. When Truespace created our object, not only did it assign a default size and texture, but it also assigned a default UV space. We will not modify or change this space before we apply our texture. If, for whatever reason, the default texture space is modified, there is no way to restore it other than to load our model back in and start over. That is why it was important to save the model out at the end of lesson 2 !

 

Important information:
When you use images as components of materials, the images are mapped to the object according to the UV space assigned. For Truespace2, UV space is assigned to an object by different modes of projection: planar, cylindrical, and spherical. UV space comes from the mathematical way of describing any point on the surface of the object with the U parameter (horizontal distance around an object from a given point) and V (vertical distance around the object from a given point).

When you select the UV projection tool, a new UV space appears around the object. This is not the object's current or default space, which cannot be depicted once set. If any textures were previously applied to the object, they will be automatically remapped using the new UV space.

This is the most serious drawback in using Truespace2 to create our models. Once the default UV space is changed, you can't get the default space back and you can never determine the way it has been set. So in other words, AVOID CHANGING THE DEFAULT MAPPING SPACE. EVER.

This UV mapping limitation of Truespace2 will also require that you start every object as a primitive object (cube, sphere, cone, cylinder, plane, torus) with a default UV map. Several of the more complicated modeling tools in Truespace will create an object without an UV map, which cannot be textured without automatically remapping the rest of the UV space. Later versions, such as Truespace 4.0+, are reported to be much better at mapping UV space (although not perfect).

Please read the Truespace documentation on UV Projection Tool for further information on this 'feature'.

 

Our first texture applied to the object! - click for larger view

Now that that's out of the way, we can really begin to texture our model. We've already selected the Paint Face tool. Move the cursor (make sure it looks like a paint brush tip) over any face of the object, and click.

Our texture will appear on the model on the face that we have clicked. It will not be scaled to the size of the of the face, so we will have to adjust the UV Repts and UV Offset settings to get it to appear in the position that we want.

Click on the render tool render toolto get a sharper image of the texture applied to our model.

Detail Window - click for larger viewAdjust the U Repts value to scale the width of the texture and adjust the V Repts value for vertical scaling by typing new values into the Texture Map window and pressing enter. Click the cursor on the face, and you should see the texture render at the new size.

Slide the texture left-right by changing the U offset value, up-down by changing the V offset value. Click on the face to apply the changes .

Change the values, click on the face, and render. Alternate changing the UV reps values and UV offset values till your texture is placed in the location you want. Use small changes in value for adjusting the texture size and position.

You can get a more detailed look of your positioning adjustments by bringing up an auxiliary view. Use the Eye Move controls to change your view for painting. Refer to the Truespace documentation for further info.

 

install01-04a.pcx rotated 90deg to the rightinstall01-04a.pcx displayed verticallyWith the method we are using to texture our model, Truespace will not let you rotate the texture. If you need to position your textures so they face in a different direction, you will have to create new textures with the picture facing the direction you want. Load in a new texture and map it to the model just as we have done previously.

Saveing the completed model - click for larger view

Once our texturing is completed, save the completed model. Click on File, Scene, then SaveAs... I saved mine with the filename tutor1.scn

That's it! We're finished in creating our model and all we have left to do is to convert the SCN file into a POF file for use in Freespace.

Use Cob2fs to create a model for Freespace or Cob2fs2 for Freespace2. Look at the documentation included with the programs for instruction on use.

Lesson 5 - Testing our Model

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