Friday, April 29, 2011

Fig 4



Even though it still requires tweaking we can see how the squares are now more consistent
and resemble the checker pattern more closely than before. Areas around the nose and top of
the head do demonstrate a level of distortion but the parts of the face that show the most
detail such as the eyes and lips are almost there. In order to avoid any stretching of the texture we should now begin to fix some of the initial problems which were evident on the top of the head and sides of the nose. To do this we need to be able to edit the UVW co-ordinates which is made possible by applying a UVW Unwrap modifier. This allows us to view the UVW faces and vertices of our model flattened
out in the 2D space of our texture map which correspond to the structure of the model. From
within this modifier we can access a dialoguebox that gives us control over editing these
sub-object selections using the standard transform tools and view the results in real
time via the viewport windows. Therefore by manipulating the verts we can begin to tidy
up our mapping and regulate the checker pattern to reduce any distortion. We can see
from the original mapping that the squares are stretched along the sides of the nose as these
faces were almost at right angles to cylinder used to project our texture so we need to
select the verts responsible and scale them horizontally. This will result in a more even
distribution of our checker guide and mean that the final render will remain more faithful
to whatever we paint on our final texture. 

Chek Fig 3

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