Friday, April 29, 2011

Mapping & Unwrapping


Over the course of the following few editions we will be detailing techniques for texturing a
model of a human head and be concerned with the mapping as well as the painting stages
that will completely cover all of the important aspects involved in the process.
Assuming that you have a finished model it is time to consider preparing it for texturing.
Before we can begin painting we need to have a template necessary as a guide which
will enable us to know where to place our characters features and put in details such
as wrinkles and facial hair. This guide can be taken from our 3D package and exported
as a wirefame which not only serves as our template but also represents the mapping coordinates of our head. As this shall determine how closely our final model mirrors the painted
texture it is important that the mapping is as accurate as possible. There are a number of ways in which we can go about mapping our geometry and the method we choose is
dependant on the shape of the object. For example simple primitives such as cylinders
and boxes generate their own mapping coordinates but in the case of our head which
is a” hand made” polygonal object , it does not have any mapping co-ordinates as yet.
Therefore we need to apply a UVW Map Modifier which will provide our co-ordinates
and the basis for our template. Because of the complex shape of the human head with
its numerous undulations and curvature it is diificult to find an ideal mapping solution
but I find the best approach in this case is to use Cylindrical Mapping

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