07: exporting vrml

low-poly modeling

polygon budgets

low-poly modeling for real time

polygonal modeling with maya

other modelers

texturing notes

tips

  • reuse (look for opportunities in symmetry–
    one arm, leg, half a chest, etc.)
  • fake geometry
    • 'model' holes with transparency
    • draw low-relief geo
      (ears, fingers, seams, screws and bolts, etc.)
  • pack tightly
  • devote resolution to areas of complex detail
from quakeIII (id software)

methods

  • paint to fit map:
    first map & position UVs, then paint texture using UV mesh as guide
    • faster (w/ auto map tool)
    • good for easy-to-paint textures, spot decals
  • map to fit paint:
    first paint texture, then map & position UVs to match
    • slower (requires hand tweaking of UVs)
    • better for realistic photo textures

laying out UVs in maya

maya docs ch.19 - ch.20.
  • yuvies: coordinates in texture space
    UV (maya) = ST (vrml) = XY (cartesian geo)
    • objective is to associate UVs with poly verts, to define which polygons get which pixels
    • as task03 proves, can be tedious by hand, so use tools
    • by connecting the UVs to make a mesh, you can see a projection of the model into texture space and adjust
    • ...to create a nice flat skin of the model to lay paint on
  • to bring up UV window, set grid to 0-1:
    • win.Panels / Layouts / Two Panes Side by Side
    • win.Panels / Panel / UV Texture Editor
    • winUV.Image / Image Range [] / Unit Size / Apply and Close
  • F8 for select component mode, F12 to select UVs
  • model, then select all faces and delete bad default UVs
    • select from persp win : F11 (faces) select all
    • Edit Polygons / Texture / Delete UVs (doesn't work while shaded?)
  • create new UVs via proj method:
    Edit Polygons / Texture / ..
    • ..Automatic Mapping (cuts to pieces, autolayout)
    • ..Planar, ..Cylindrical, ..Spherical (from camera view)
  • use UV snapshot to make UV template for painting
    • winUV.Subdivs / UV Snapshot (saves to projects's images folder by default)
model
UV mesh

painting textures in photoshop


  • offset filter helps for removing seams
  • stamp tool for duplicating areas

adjusting UVs in maya


  • assign texture
    • RMB click on object and hold..
      / Materials / Material Attributes
    • click checker next to color
    • choose File texture under 2d Textures
    • use folder icon by Image Name to browse to file
  • refresh texture
    • winUV.Panels / Panel / Hypershade
    • double click texture block for attributes window
    • on file texture tab, click reload texture
  • reposition UVs in texture editor window
    • same widgets (r,e,w)
    • Edit Polygons / Texture / Normalize UVs
      fits selected UVs maximally in 0–1 texture space
    • Edit Polygons / Texture / Unitize UVs
      puts selected UVs at edges of 0–1 texture space
    • Edit Polygons / Texture / Layout UVs
      breaks up mesh into individual polygons and lays them out evenly in texture space (messy)
  • export vrml

task04 [»]