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Polygonal Texturing. CGDD 4113. UV Coordinates (AKA Texture coordinates). (0, 1). (1, 1). (0, 1). (1, 1). Polygon to be textured. (0, 0). (1, 0). (0, 0). (1, 0). UV Coordinates (AKA Texture coordinates). (0, 1). (1, 1). (0, 1). (1, 1). (0, 0). (1, 0). (0, 0). (1, 0).
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Polygonal Texturing CGDD 4113
UV Coordinates(AKA Texture coordinates) (0, 1) (1, 1) (0, 1) (1, 1) Polygon to betextured (0, 0) (1, 0) (0, 0) (1, 0)
UV Coordinates(AKA Texture coordinates) (0, 1) (1, 1) (0, 1) (1, 1) (0, 0) (1, 0) (0, 0) (1, 0)
UV Coordinates(AKA Texture coordinates) (0, 1) (1, 1) (0, 1) (1, 1) (0, 0) (1, 0) (0, 0) (1, 0)
UV Coordinates(AKA Texture coordinates) (0, 1) (1, 1) (0, 1) (1, 1) (0, 0) (1, 0) (0, 0) (1, 0)
What happens now? (0, 1) (1, 1) (0, 4) (4, 4) Polygon to betextured (0, 0) (4, 0) (0, 0) (1, 0)
What happens now? (0, 1) (1, 1) (0, 4) (4, 4) Polygon to betextured (0, 0) (4, 0) (0, 0) (1, 0)
What about now? (0, 1) (1, 1) (0, 0) (1, 0)
Basic Problem • How to map rectangular images to non-rectangular objects • Usually, there’s built-in: • Cube • Cylinder • Sphere • Flat • What about our character? How do we map that?
The UV Texture editor(Window -> UV Texture Editor) • Select the dog, then open the editor
Planar Mapping(Polygon menu, Create Uvs->Planar Mapping) • Project from the side, not front!
The Nose • Select faces, then Create UVs->Planar Mapping->□ (from Z-axis) • In UV Editor, RMB and select UV, then select the entire nose
The ARMs • Start by selecting the faces from *both* hands • Select the faces on the arms using SHIFT+> • Follow instructions closely – lots of options!
Paint yer doggie • Under the “Rendering” set of menus (Texturing->3D Paint Tool->□) • Make sure the Attribute to Paint is set to Color • Assign/Edit Textures:
Directly paint on the Geometry • Turn on File Textures->Extend Seam Color • Optionally change Radius(U) • Set color to beige and then paint! • Probably want Stroke->Reflection on too! • You should see two brushes…
Paint Effects • In the Brush section, choose Paint Effects, then the GetBrush icon
Eyeballs • Use HyperGraph to create a Phongshader • Use a Ramp for the eyeColor • Make it a U Ramp Click here to make a newgradient point