3D World

UV MAPPING

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Once you have a model, you should remap it in a way that the faces parallel to the Z-axis carry the last line of texture, meaning that the yellow part on the outer side of the model is also carried by those faces to get a realistic feel to it. Try not to thin out the model too much – if you do, the light spreads in a weird, undesirabl­e way, which is not at all pretty.

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