CGDD 4113 POLYGONAL TEXTURING. UV COORDINATES (AKA TEXTURE COORDINATES) (0, 0)(1, 0) (1, 1)(0, 1)...
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Transcript of CGDD 4113 POLYGONAL TEXTURING. UV COORDINATES (AKA TEXTURE COORDINATES) (0, 0)(1, 0) (1, 1)(0, 1)...
UV COORDINATES(AKA TEXTURE COORDINATES)
(0, 0) (1, 0)
(1, 1)(0, 1)(1, 1)(0, 1)
(0, 0) (1, 0)
Polygon to betextured
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 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…
EYEBALLS• Use HyperGraph to create a Phong shader
• Use a Ramp for the eyeColor
• Make it a U Ramp
Click here to make a newgradient point