Thursday 3 May 2012

BA3: Materials & Rendering Fundamentals


New Brief!
Okay so our “new” brief, ‘material & rendering fundamentals’, basically bleeds straight into our other BA3 project ‘digital modeling’ where we are building a game engine ready door. This brief see’s us through the texturing, UV Mapping, hypershades and rendering phases of our door. 
On Monday the 30th we had a small presentation introducing us to the idea and basic fundamentals of UV Mapping. I managed to take down some notes whilst keeping up with the demonstration but, I wont beat around the bush, it looks complex. The notes might not make much sense to read but I will post them anyway, it shows I tried to at least keep up with the demo! I will also start with a brief explanation of what UV mapping/texturing is that I found on Wikipedia, it actually does a good job of explaining the ideas behind UV. 

This process projects a texture map onto a 3D object. The letters "U" and "V" are used to describe the 2D mesh[1] because "X", "Y" and "Z" are already used to describe the 3D object in model space.

UV texturing permits polygons that make up a 3D object to be painted with colour from an image. The image is called a UV texture map, but it's just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangle shaped piece of the image map and pasting it onto a triangle on the object. UV is the alternative to XY, it only maps into a texture space rather than into the geometric space of the object. But the rendering computation uses the UV texture coordinates to determine how to paint the three dimensional surface.

A UV map can either be generated automatically by the software application, made manually by the artist, or some combination of both. Often a UV map will be generated, and then the artist will adjust and optimize it to minimize seams and overlaps. If the model is symmetric, the artist might overlap opposite triangles to allow painting both sides simultaneously.

The UV Mapping process at its simplest requires three steps: unwrapping the mesh, creating the texture, and applying the texture.
 
My Notes:
Need to know to export between Maya and Mudbox? There is apparently a drop down menu tab that allows easy and simple exports between the two programs. 
 
Panels > UV editor OR Window > UV editor.
 
“U” is across the bottom of the grid, “V” is up the side. 
 
UV splits the shape into 2D.
 
Right/middle mouse click > UV mode
 
Each vertex has co-ordinates in 3D and 2D space so you know what you have selected in the UV Map. 
 
If you use the scale tool you can scale up to create more of the texture on the face of your object  and scale down to reduce the size of the texture, this all affects the quality and you must resize all areas the same to ensure all textures have the same quality. 
 
Cut edges tool, move shell tool (UV shell is a piece of the UV map) means you can move parts of your UV map around on the grid.
 
“X” key snaps to grid. 
 
Standard light is called lambert. 
 
Apply texture > navigate to lambert > leave it grey/ lambert 1 > create new (lambert 2). 
 
Select object > lambert 2 > chequered object > file (texture info).
 
To make sure the image fits on your UV page go on UV edit  page > select whole image > scale the whole image down. 
 
You can split the faces and select certain faces > grab edge on 3D or 2D space > cut edges tool (scissors on UV map selection). 
 
If you need to rotate each face because the image is the wrong way round you can use the rotate shape tool on the UV Map. 
 
Instead of twisting, breaking the UV up more to position it correctly you could just do it in Photoshop. 
 
2048 is the maximum resolution for our doors, maximum of 2 UV maps of this size. 
 
Blue, orange, red and purple colours on your UV map indicate overlapping faces/textures on the inside of your door. 
 
Make sure your UV map of your door is all blue, this shows the faces are all the right way found and that your texture will show up on the outside,  not the inside of the door.
 
Automatic mapping tool > select the amount of faces you need to project from/your shape has. 

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