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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sat May 26, 2012 8:20 am Post subject: Curved Surface Texturing |
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This short tutorial shows one method of how to texture surfaces that are going to be curved.
There is a PDF version, that you can download that I have created. Please do not use this material for your own work, it is for reference only.
http://www.working.yourinside.com/DeleD/Tutorials/Curved%20Textures/Curved%20Texturing.pdf
I have copy/pasted the contents of the tutorial below, for easy reference:
DeleD CE – Modelling Tool
Tutorial – Curved Texturing
In normal circumstances when modelling, textures are applied after the model creation process is complete. Should we want to make our textures follow the curves/shape of our model faces, then we need to approach the task differently.
There are several ways to apply textures to curved surfaces, below is one example.
In the first instance, we create our polygon which is subdivided (A). The greater subdivisions the better the finished look will be.
Now we need to triangulate the polygons (B). You can experiment between the amount of subdivisions and the type of triangulation applied. Centroid Triangulation yields better quality finishes, but increases the polygon count significantly. Using less divisions, along with Centroid Triangulation, may give a better balance to your project.
At this stage, we apply our texture (C).
Then we apply our curves to the polygon model.
In this instance I have used the Magnet tool (D). You will notice that the texture now moves/stretches with the polygon faces. If you find that the texture becomes very distorted, increase the subdivisions, even over a small area (as opposed to the whole model). Being subjective as to where and how many subdivisions you use, will greatly effect the overall appearance.
It is important that you make decisions and apply subdivisions before you apply the texture and make any alterations to the vertices etc. You may consider saving stage versions of the model, as you proceed.
To complete the process, you have to make sure Lightmapper is setup correctly (E). I use a setting of 2 for Blur Passes and 66 for Crease Angle. If you are exporting the model into a Scene Manager, you may have to set these parameters within that programme for scene rendering and global lighting.
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat May 26, 2012 8:43 am Post subject: |
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Excellent work as always there, AWM Mars. _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun May 27, 2012 12:22 am Post subject: |
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Thanks. This actually helped me fix the UV's on my waterfall. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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