Date post: | 14-Dec-2015 |
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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 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