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Published byStanley Bridges Modified over 9 years ago
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CGDD 4113 POLYGONAL TEXTURING
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UV COORDINATES (AKA TEXTURE COORDINATES) (0, 0)(1, 0) (1, 1)(0, 1) (1, 1)(0, 1) (0, 0)(1, 0) Polygon to be textured
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UV COORDINATES (AKA TEXTURE COORDINATES) (0, 0)(1, 0) (1, 1)(0, 1) (1, 1)(0, 1) (0, 0)(1, 0)
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UV COORDINATES (AKA TEXTURE COORDINATES) (0, 0)(1, 0) (1, 1)(0, 1) (1, 1)(0, 1) (0, 0)(1, 0)
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UV COORDINATES (AKA TEXTURE COORDINATES) (0, 0)(1, 0) (1, 1)(0, 1) (1, 1)(0, 1) (0, 0)(1, 0)
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WHAT HAPPENS NOW? (0, 0)(1, 0) (1, 1)(0, 1) (4, 4)(0, 4) (0, 0)(4, 0) Polygon to be textured
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WHAT HAPPENS NOW? (0, 0)(1, 0) (1, 1)(0, 1) (4, 4)(0, 4) (0, 0)(4, 0) Polygon to be textured
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WHAT ABOUT NOW? (0, 0)(1, 0) (1, 1)(0, 1)
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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?
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THE UV TEXTURE EDITOR (WINDOW -> UV TEXTURE EDITOR) Select the dog, then open the editor
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ADD A BLINN SHADER+CHECKERBOARD
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PLANAR MAPPING (POLYGON MENU, CREATE UVS->PLANAR MAPPING ) Project from the side, not front!
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THE NOSE Select faces, then Create UVs->Planar Mapping-> □ (from Z-axis) In UV Editor, RMB and select UV, then select the entire nose
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THE ARMS Start by selecting the faces from *both* hands Select the faces on the arms using SHIFT+> Follow instructions closely – lots of options!
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MY FINAL UV MAP
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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:
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FLOOD PAINT (AND THEN SET ERASE IMAGE )
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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…
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PAINT EFFECTS In the Brush section, choose Paint Effects, then the GetBrush icon
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CURRENT DOG
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EYEBALLS Use HyperGraph to create a Phong shader Use a Ramp for the eyeColor Make it a U Ramp Click here to make a new gradient point
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ATTEMPT #1
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ATTEMPT #2
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FINAL DOG
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