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Augmented Reality from A to Z using Blender, Unity and Vuforia | part 5 : Texturing the head

Video transcript :

Texturing the head

Assalamualaikum. My name is Widhi Muttaqien.

This is the fifth part of the video tutorial series. In case you stumble upon this video directly be sure to check out the previous videos before moving on. The tutorial series is about developing augmented reality product from A – to – Z using Blender, unity and vuforia.  These tutorials are all based on my previous experience developing my own augmented reality product which is this flashcards Arabic letters and numbers augmented reality. Basically a flashcards to help children learning Arabic alphabet using augmented reality. I leave links below in the description if you like to learn more or purchase the flashcards from amazon.

We will continue texturing our model Carny. We’ve done texturing everything before, except the head part. So lets get down to it. We’ve pretty much cover all of the techniques and shortcuts in the previous videos so I wont be explaining too much in this video again. First make sure you use texture-draw brush, and then lets add red color for the inner part of the mouth.

Next lets add a bit of orange. This will be the position of the teeth later.

Then some pink color near outside of the mouth.

Next we need to blend this colors a bit. We can use the soften brush. Be very careful though, this brush is CPU intensif, as It basically add blur to the texture.

Okay now we need to add some shading. Pick red color from the inner mouth area that we have before. And make it a bit darker. Change the blend mode to multiply. Reduce the transparency by setting the strength to only around 0.2. Okay now we need to stroke this area.

After we have some thing like this we need to add some segment lines to make it more believable. To do that we can add tiny triangles like these. Okay. Now by using the smear tool we can drag these pixels towards the center.

Now we need to add the throat and the uvula. Just use the dark red color. Zoom in a bit and draw something like this.

Last but not least lets add some dark green dots on top of the head.

Okay we are now officially finished doing texture. Now when you save the blender file you actually not saving the texture file, this is something you need to keep in mind. To save the texture file open the uv-image editor. And make sure you see the image. If not, go to this menu and choose “material diffuse color“. Okay to save the file, go to image, save as image. Make sure it is png as it is a lossless image format, so you will not get any quality degradation when saving the image.  Leave this as rgb and 8 bit per channel. Then slide this all the way up to make the file size as small as possible. Click in here and name the file Carny_texture.png then hit the “save as image” button up here.

Okay now go back to object mode. Notice we loose all of our texture. Well actually not. As you can see in here in the texture tab in the properties panel. Blender already load this texture we saved before to carny’s material. But why the texture not showing up? To see the texture in object mode you need to do 2 things. First go to 3d view properties and in display section, change the multi texture to GLSL. Okay the texture of our model is not showing now because we don’t have any light object present in the scene. To avoid the need of any lighting. We can make the material of the object to shadeless. Shadeless means that the material will not be affected with any lighting condition and will always show the diffuse color  as it is. Okay so now we can see the textures.

Before we can move on to the rigging process we need to duplicate the tooth and reposition them. To do this go to edit mode. Make sure nothing is selected. Now to select the tooth only. You can do this easily by hovering your mouse over a vertex in that tooth and then press L. This will select all linked vertices. Now we can move it. Rotate it. Or scale it if you need to. And next to duplicate the tooth we can press shift + D and move the cloned geometry to any location you want. I will speed up the video as the processes are identical for all of teeth.

Next lets place the leaf so they are attached to the trunk. I will speed up the video again as we already discuss all of the techniques before.

Alhamdulillah we now have a good looking 3d model complete with texture ready to be rigged.

We’ll continue to the rigging process in the next video in sya Allah.

Thank you for watching. Don’t forget to subscribe. Wassalamualaikum

#unity #blender #tutorial #augmentedreality #vuforia

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