Introduction to 3D Art and Animation

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Presentation transcript:

Introduction to 3D Art and Animation Lesson D (week 5): Intro to UV Mapping

EXERCISE 1: Telephone Pole UVW Unwrap 1 Download the provided Unwraping_TelephonePole.zip containing a Maya file and three full .PNG textures for Color, Bump, and Specular maps. STEP 1: CREATE MAYA MATERIAL Open the Hypershade, create a Blinn Shader. In the Edit Parameters panel find Color, click the checker square, add a File node, click Manila envelope and add TelephonePole_color.png. MiddleMouse drag the material from your top library onto each of the 5 meshes (stop sign, pole, and three climbing hooks) in the Viewport, hit [6] to view. STEP 2a: ARRANGE UVs IN UV EDITOR In the Modeling module, Open UV > UV Editor. Each object in the scene has default UVs that can be transformed to fit over the provided texture maps: Select the three climbing hook meshes in the scene to see their default UVs and the color texture in the UV Editor. RightClickHold to choose UV mode, select around the UVs and move [w] and scale [r] them into the black rectangle in the upper left corner of the color image. Select the stop sign mesh in the scene. In the UV Editor RightClickHold to choose UV mode and select the top hexagon shell by double-clicking one of its UVs. Transform it (Move/Rotate/Scale) to fit over the front stop sign art. Select the bottom hexagon and transform it to fit over the grey back art. Select the center UVs and non-uniform scale (squash) into a thinner line, and fit in an empty gray area.

EXERCISE 1: Telephone Pole UVW Unwrap 2 STEP 2b: ARRANGE UVs IN UV EDITOR Select the telephone pole mesh in the scene. In the UV Editor Face mode select the bottom circle and hit delete to remove those polygons from the model. Select the top circle and scale smaller to fit over the wood art on the left side. The pole itself can be manipulated to be the width of the wood art and about twice as tall as the image, so it tiles. NOTICE that the art does not tile evenly– the relative distances between the horizontal lines of the UVs in the UV Editor do not match the relative distances between the horizontal lines on the mesh, so the art appears to stretch or squash. We need to re-map this pole geometry. In the UV Editor Face mode, DoubleClick a face on the pole to select the full face shell. In the Viewport, apply UV menu > Cylindrical map. This applies a curved mapping around the selected faces. The curve is on the Y-axis (vertical) by default, which works well for us here. In the UV Editor hit [r] for scale, RightClick for UV mode, DoubleClick a UV on the pole to select the shell, transform so it is the width of the wood art and about twice as tall. Your mapping is complete. Try applying the bump (with a reduced bump value) and specular maps to the Blinn material.

Maya Texturing: Toon Shading TOON SHADING can create a non-CG appearance that integrates well with 2D VFX. See the Short 3D film “Paths of Hate” for an example (about warring fighter pilots). VIDEO TUTORIAL: https://www.youtube.com/watch?v=QNywO1AUtEA SUMMARY: Use Rendering Module > Toon menu to add ramp Shaders to your model. STEPS (practice on a complex shape: a character or Create > Polygons >Helix): Select the mesh to be textured. In the Rendering module, choose Toon menu > Assign Fill Shader > Shaded Brightness Two Tone. This applies a Ramp Shader. In the Attribute Editor, find the ShadedBrightnessShader tab (mesh must be selected). Open the Color rolldown, note the two colors in the bigger rectangle. Click the circle above a color to select it, and Click the smaller “Selected Color” rectangle to change it. NOTE 1: Click on the big rectangle to add more colors to the Ramp Shader. Click the squares below big rectangle to remove them. Toons typically have two colors. NOTE 2: To soften transition between the colors, set each interpolation to Spline. NOTE 3: You can adjust parameters in the Hypershade. Details that are meant to be pure back should be applied with Toon menu > Assign Fill Shader > Solid Color, and then set to black in the Attribute Editor. To add an ink outline: Select all the mesh except the pure black parts and apply Toon Menu > Assign Outline > Add New Toon Outline. In the Attribute Editor change the color, thickness (Line Width) and other parameters. This line can be selected and removed in the Outliner, as it is a separate object. Toon menu > Set Background Color in your viewport to something light and render with Software Rendering!

Maya Texturing: Toon Shading Default Lambert1 Shader applied to all new objects Toon menu > Assign Fill Shader > Shaded Brightness Two Tone. Toon Menu > Assign Outline > Add New Toon Outline.

Maya Texturing: Saving & Moving Files IMPORTANT: Please note that texture images are not stored in Maya. The Hypershade only stores POINTERS to the files on the hard drive. Therefore, it is critical that you bring the images you use in your scenes with you when you come to class. The most effective way to manage texture image files in Maya is to create a folder on your computer in which to keep your Maya file with a sub-folder for your texture images. You must then go to the Maya File menu, hit Set Project, and navigate to this main Project Folder. Maya will create a Workplace file that will help it to always know where the texture files are located, making it easy to reconnect those textures when at a new computer. [YourName] (your project folder) |____> YourName_hw3_room.mb (your Maya file) |____> [images] (your texture folder) |_____> LinoleumFloor.png |_____> WoodTable.png |_____> PlasterWall.png To post this folder structure to Piazza, please put it all in a.ZIP, so that only your screenshots and/or Playblast each week is outside of the zip for easy viewing.

Delete History and Saving As with all Maya modeling, please DELETE YOUR HISTORY every hour or two, and certainly before you save and close for the day to upload your work. To guard against crashes and loss of work, please Save and Save As a new file every hour (so you can never lose more than an hour’s work): YourName_Character01.mb, YourName_Character02.mb, etc. Save your work to an online repository every day (Dropbox.com, Google drive) so you have a backup in case your computer fails.