-----Side-Mapping
Overview
Sometimes a map is more appropriately placed as a side-map when the object is symetrical about the front view and there is detail on the side of the object.
This technique assumes knowledge and understanding of the front-mapping technique so it is a good idea to read that before trying this.
Technique instuctions
The only difference between this and the front-mapping technique is that the Image-map axes (or object axes) must be rotated 90 degrees about the z-axis and rescaled to cover the object.
The rescaling is very important because the size and position of the Image-map x/z axes define where the Image-map is applied and the y-axis defines where a colour map has effect. If a colour map does not show up on an object it is probably because the Image-map y-axis does not cover the extent of the object.
Sometimes it is useful to use the Image-map y-axis to restrict the area of effect of the Image-map (see texture-holes).
Example
Leg Texturing
I decided to make the leg texture as a side-map because there was more detail there than on the front. Notice how the tecture is 'extruded' throughout the model.
(c)1997-Simon de Rivaz
On the left is the untextured object, then the image map and then the textures model.
This leg was modelled with created align-sweep and edit-points.
Foot Texturing
The foot was a minor model that deserved little detail so that is what it got.
Notice how even a simple Object-specific map can add greatly to the visual detail of the object.

Templar ConstructionTechnique Reference
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