| Chicken tutorial wrap-up
Select Edge Border
Select/Convert/To Vertices
Snap Align Vertices
Mirror Geometry
Smoothing/Partial Smoothing with Exponential Smooth
Hardening/Softening Normals
In anticipation of model triangulation for rendering purposes:
1. Reduce number of faces where possible
2. Explicitly flip edge orientation where the surface flow requires

Mesh/Triangulate
Before Triangulating SAVE A VERSION OF YOUR MODEL for laying out UVs and potential hi-rez work
Construction History
Texture Mapping
1. Surface Properties:
- color; - transparency; - bump/displacement; - ambient light;
- incandescence;
- translucence;
- diffusion;
- specularity;
2. Shader (Shader networks)= Material + Textures
Window/Rendering Editors/ Hypershade
3. Textures:
- image-based (unique features and patterns)

- 2d procedural : 2d patterns, varying througout the surface of a model, described by a math algorithm: checker, cloth, ramp, etc

- 3d procedural: 3d patterns, varying througout the 3d space of a model, described by a math algorithm: wood, marble, elevation, etc)

Image-based texture has to include a 2d file which commonly is a square. Pixel size of the square depends on the purposes of the texture. Texturing for games requires high optimization, so textures are smaller in size (16X16 to 512X512, very rarely 1024X1024px) and can have a .jpg compression. Texturing for film or video production depends on the desired level of detail and can range from 256X256 to 1024X1024px and higher. Texturing for film utilizes .tga, .tiff, or any other file format that does not have compression.
4. UV mapping is a process of preparing a surface of a poly object for applying a 2d or image based texture. It consists of following steps:
- dividing the object's surface into smaller areas, that can be flat, cylindrical, or spherical.
- making individual projections for these areas and combining resulting shells into a 0 to 1 texture coordinates space of anobject (sometimes entire model can be mapped with just one projection type)
- avoiding gaps and overlaps in UVs
- minimizing distortion in the texture (sometimes a grid-based reference texture (such as checker) is applying to control the degree of distorion);
- using 0 to 1 texture space efficiently: shells should be as large as possible and placed as close to each other as possible;
5. Types of Projections:
Planar Projection -similar to video projection, texture is distributed as if it is laying on a flat surface.
Cylindrical Projection is appropriate for shapes similar to cylinders.
Spherical Projection is great for round objects.
Automatic Mapping - a combination of 3-12 simulataneous planar projections
6. Helpful metaphors:
- using patterns to cut fabric for sewing clothes;
- making a panoramic photo out of several smaller pictures;
- peeling a skin and unfolding it onto flat surface;
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