Brian,
It's probably something that could use a good tutorial, but here is what I did for the glider in the Anything Grows and bones tutorial. You can see the AGro and bones tutorial at
http://www.digitalcarversguild.com/tutorials/agrobone/index.htm
- Modeled the creature using the VM, with lots of help from Project Gemini.
- Sliced it up in the VM to seperate named meshes using disconnect and then cut and paste. There may be an easier way. I also named polygons the exact same as the seperate meshes. Some things like the named meshes, some like the named polygons so it's useful for them to match.
- I set all of them to a reasonable mapping mode depending on the shape.
- I exported it as an OBJ and use Mapping Magician (just do a search on google) to normalize and layout the UV space. I liked the way it allowed me to resize the various mesh parts better than UVMapper does.
- Saved and reimported into Carrara. Also saved a template file.
- I then built a few mixer textures for transitions (like skin to lips, lips to mouth) and used those to texture the object in Carrara using some of litst's shaders as a starting point.
- At this point the bones made it look terrible because the procedural textures would change as it animates so for one last step, I exported it back out to OBJ and had it create textures from procedural shaders. It took a long time, but when it was done, I replaced the procedural shaders with a single texture.
Good luck,
Eric Winemiller
Digital Carvers Guild
3D extensions for Carrara
http://digitalcarversguild.com
Eric Winemiller
Digital Carvers Guild
Carrara and LightWave
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