Chapter 6.4 2D Textures and Texture Mapping. 2 Definition and Purpose 2D images designed for use on 3D object Its importance and order in the art pipeline.

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Presentation transcript:

Chapter 6.4 2D Textures and Texture Mapping

2 Definition and Purpose 2D images designed for use on 3D object Its importance and order in the art pipeline Texture maps commonly used in game development Color Transparency Bumps

3 Texture Mapping Coordinates Understanding U’s and V’s Managing the texture space Laying out and positioning of UV points

4 Methods for Assigning UV Coordinates Image projection Common for architectural objects Planar projection Spherical mapping coordinates For mapping eyeballs, heads, balloons, etc. Cylindrical mapping coordinates For arms, legs, tree trunks, columns, etc. Box mapping

5 Breaking Down Mesh Object for Mapping Evaluate the 3D model for common areas Avoid duplication Simplifies the work Saving valuable texture space Reduce the amount of texture borders

6 Assigning a Texture and Evaluating the Results How to adjust and refine the results The importance of good resolution distribution Using visual aids in the process