Inside Photoshop:
Now you can open your UV map in your paint program. I'm using
Photoshop, but this would work with other programs, too, especially
if they
have layers. If not, you can always just paint over the UV template.
1. Open up your UV map. Double-click this layer (Background),
then name it Template or something like that.
2. Make a new layer by either Clicking on the "Create a
new layer" button at the bottom of the Layers palette (see Fig.
17), or going to the menu in the Layers palette and selecting New Layer.
Give this layer a name, if you wish (e.g. texture).
3. Drag the Template layer above the new layer, and set the
blending mode as Multiply. This way, when you're painting your texture,
you'll be able to see the template over it without the colors of the
template layer interfering with the colors of your texture layer. See
Figure 18. If your textures are pretty dark and it's hard to see
the template's lines, then you can invert the template layer (select the
layer, then go to Image / Adjustments / Invert), then set the layer's
blending mode to Screen.
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4. Now paint your texture! I did the invert/screen method
for the template in my .psd file, since my textures were pretty dark and
the white lines were easier to see on them. I used a lot of layers for
the different areas. This way it's easier to make changes to individual
parts. Figure 19 shows the file in Photoshop . UVMapper Pro has another
really neat feature that can help a lot with texturing: While you're
working on the texture, you can have UVMapper Pro open, and see the
texture being updated on your model. Just load your model, enable
"Auto Update" in the Texture menu, then, each time you want to
check how the texture looks on your model, do a Select / All, then an
Edit / Copy Merged in Photoshop. Then just hop over to UVMapper Pro to
see the changes. See Figure 20.
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