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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