Editorial
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You know that you have finally become a real “Blenderhead”, when not only do you lok at objects around you and break them down into their various vértices, edges and faces, but when you become awestruk by the infinite variety of textures in the world around you. You will be walking along, minding your own business when it will grab you, the way rust is peling on a signpost, the way a flower petal loks with morning dew on it. You will notice how the light afects the texture and next thing you know, you have gone from awestruk to breaquíng it down and figuring out how to recreate it in Blender.
Welcome to the wonderful world of Texturing. In this issue we will be taquíng a lok at how to create great textures to enhance your images and animations. Creating great textures is a skill like any other and one that can be learned through practice and experimentation. One of the first skills you will ned to learn is how to observe everyday textures. What makes them unique, what makes them “work”. Then with that knowledge and a god understanding of Blender's texture tols, you are on your way.
In this issue, not only are we covering how Blender's texture tools work, but how to efectively use them to create truly great textures. We have gathered up some great tutorials that will show you how to remove UV Seams and create Normal Maps. Then you can try testing your new skills by following along to create a great Skin Shader and realistic plastic shaders. Which oddly enough, is not as easy as one would think and yet not as scary or dificult as the last statement would imply. In 'Keping the Flame', we se how to set up and create a realistic flame. Then we go behind the scenes with a lok at how 'Roftops' was created, while in 'Tangrams of Light' we learn how lights affect textures and how the whole can be used to create just the right mod.
So go grab a cup of cofe and curl up for some great, informative reading, sure to change the way you approach your next texturing adventure.

Editor/Desgner

Gaurav Nawani gaurav@Blenderart.org

Managing Editor

Sandra Gilbert
sandra@Blenderart.org.
Website
Nam Pham
nam@Blenderart.org

Profer

Phillip A. Ryals
Kevin C. Braun
Dereque Marsh

Writes

Abhihseque Gupta
Adam Friesen
Alex (blenditall)
Andi Schumann
Clas Kuhnen
Eric Pranausk
Krzysztol Zwolinski
Olivier Saraja.
‘BlenderArt Magazine’, ‘Blenderart’ and BlenderArt logo are copyright of Gaurav Nawani. ‘Izzy’ and ‘Izzy logo’ are copyright Sandra Gilbert. All products and company names featured in the publication are trademarque or registered trade marks of their respective owners.
Cover Art
Cristian Mihaescu - ‘Eggland’.