   Creating Textures for 3D models
  Hello EveryoneFirst sorry if this isn't the right forum.I began with OpenGL Programming and now i wanna make a little 3D game.But I have one Problem: creating good textures! And I don't mean Metal or Wood Textures, I mean one Texture for the whole model with body and gun or something. How do I know that the face in the texture comes at the right place of my 3d model?Can somebody help me?P.S.: sorry about my bad english, I'm still learning. Pls don't write too complicated answers otherwise I don't understand them :)thx Lorenz   
  From your post it is not clear to me if your problem is with uv unwrapping or with painting the texture after the unwrap.If you have problems with/don´t know how to uv unwrap your models, the solution is specific to the 3d modelling package you´re using. Search for uv mapping or unwrapping.If you have trouble finding which parts of the texture correspond with each part of the model after unwrapping, i usually do one of these:1.- Paint each face with a unique color in the texture map. This helps you indentifying each face in the uv map.2.- Do a rough sketch of the texture using a 3d paint program (zbrush will do for example), since you paint directly on the surface of the model, you dont need to know which area of the texture you are painting on. Once finished, refine the resulting texture in photoshop or any other paint program.Hope you understood me. Don´t worry about your english, it will improve if you stay reading these forums for a while ;).   ;  Hello Lorentz,Are you familiar with UV-coords?By "face" in that context, you're referring to the face of a human head, right?Usually in graphics, I guess face is sorta reserved for the areas between vertices.Basically, you have your texture, containing the face mentioned.The coords [0..1, 0..1] for the face, should map to corresponding UV-coordinatesin each vertex for the face.I just discovered ArKano22 beat me to an explanation of how to do this;yes, you should see if you can get each polygon to contain unique colorseach found in a texture (here, it's important that you consider areas of the texture to be larger than a single pixel).   ;  HeyThanks for the answers. I've informed myself about UV mapping and unwrapping. My Question was how to unwrap the model. I'm using Wings3D, I think it will work.Thank you!But there's another question: Animations. Do I have to use seperate Meshes and Textures for each frame or how is this working?thxLorenz;  There are several methods regarding animation, basically 2:-Like you say, have multiple models, one for each frame, and interpolate linearly (search for linear interpolation) between them to give illusion of motion. You can use the same texture for all of them, if it does not change during the animation.  This method is usually referred to as "vertex animation".-You can use skeletal animation. This is much more advanced, but gives better results. Search for "skinning" or "skeletal animation". The basic concept is that you have a joint structure underneath the model, that acts as a "skeleton", so that when you move it, the model or "skin" follows it. This is what most modern games use.   ;  Hi Lorenzb,depending on what you want:for textures: take very good photos (with great detail) of a real object / person. If it is a person, better take 1 or more pictures of each part (arm, leg, chest, back, etc). If you want more detail: 1 pic of the internal face of the arm & 1 of the external face (for example). More detail = better quality = more work for you :)Then in your 3d program, you have to UVW Unwrap & export the map to JPG or BMP. Then in Photoshop (or any image editor) you open it, & put the pictures over each part of the map.When you finish, load this complete image in your 3d program.For animations you can work with "skinning" (skinned models). For this, you have to use "bones" (build a skeletton) in your 3d program & record animations there. You build a timeline. For example 0 to 100 -> walk, 101 to 200 -> run, etc. Then you export the whole model with animations included.All of these things are "very big themes"; not something you learn & do in 5 minutes, so it takes a lot of time, specially animations :)But the results are rather nice! I work with XNA so I cannot tell u much about technical details, but in general, this is the idea!So good luck,hope to be helpful!Synth   