Friday 21 September 2012

Demo 2 - Texturing

Demo 2

In this Demo we learnt how to adjust texturing on a scaled object, so that the texture wouldn't scale with it and cause it to be distorted from what we would like (i.e. to create smaller panels on the object so that it would run flush with smaller or larger versions.)

First of all we created a box, applied a wood texture, and then cloned the box, this new box we scaled it to make it larger and then went on to editing it.
 Have the larger box selected and then go onto the modify tool, from here go onto the modifier list drop down and choose UVW MAPS, this will then bring up some options.



with your box still selected, go on to the little black addition tool at the top of modifier list tab, this will then bring out a small drop down, select gizmo and then on the parameters select 'box' this will the panel your object in a box matter instead of causing a 'smear' effect. From here select the scale, move or rotate tools at the top tab and adjust accordingly.


Applying Textures

to start create a box (32 x 32 x 32 = 2ft x 2ft x 2ft), then go onto the modify tab, select 'UNWRAP UVW from the drop-down tab. It will then bring up a new tab on the right-hand side of the screen. On this new tab you must select 'open UV editor'
 It will then bring up a new pop-up, from here you need to select a small red box tool 'Polygon' and then click and drag a box around your box ensuring that all the sides are selected. Rotate your box if not sure and use control (on the keyboard) and drag another box over un-selected areas.
Once done, your model will turn red, and a small red square will appear within the pop-up, from here you then go onto the mapping tab, from the drop-down select 'unfold mapping'


it will then come up with the net of your shape, from here (ensuring that all the net is highlighted and you have angle snapping turned on) you can then rotate your box (using the rotate tool from the top tab) so that it is easier to comprehend and that the front is at the front etc... Also at this point you should scale the net so it fits properly, once again ensuring all the net is highlighted select the scale tool and adjust so it fits.
Once done, on the pop-out, top tab select tools and then select the bottom option from the drop-down 'render UV template' this will then bring up another pop-up, okay this and then a black box will appear with  your net, save this as a jpeg.  You can then import this into Photoshop to use a template.
you can then import all your wanted textures are draw what you want within the net, ensuring that it does not go over the net corner (unless desired)
Once done with it, save the photoshop file (doesn't matter what format you save it as)



you then bring up the mapping window, import it as a bitmap and then just drag-and-drop the texture onto your box.


Adjusting Polygons

 first of all, we make a square, right-click this square and on the drop down that appears select 'convert to' and then select 'convert to editable poly'
 Once done, your tab on the right-hand side of the screen will change, select the little black cross on the top window, to bring down options to choose from, select polygon
 Once done a list of option will appear in the bottom window, select the box next to extrude, select a side and then adjust the numbers as you see fit (use the number of the size of your square to replicate your box)
 You can continue this process, selecting all different sides, to increase the size of your polygon.
 Once you have made it as large as you want, you can inset shapes to add further detail to your model, this is done by selecting the side you want, and then selecting your inset tool, set it to the size that you want and then you have created another shape within your shape
you can extrude this smaller shape to create windows and other such effects, this is done, by selecting your inset shape (just select the rough area on the side that it was on) and then select the extrude tool again and set it to a negative number so that it extrudes into the box.
 you can create spikes and pyramids on your polygon by using the emboss tool, select the size you wish to emboss, and then set the number, the top one is the size of the pyramid. and the next number is the width at the top of the shape.
We also have the ability to round-off edges, this is done by on the top window where polygon is selected, change this to edge, you then select the edge you wish to change/curve and then go down to chamfer. From here a pop-upwill appear the top number is the edge chamfer amount, and the second is how many segments (how rounded you want it to be) once you have edited accordingly just press the tick icon.
There is also another tool that increases the amount segments there are in a perticular area, this is done by selecting an edge, and then in the middle tab there is sever option, select the ring option to go around the sides or loop to go over the top, and then when all the ones you want are selected, select the connect tool in the bottom tab.
This tool will enable you to add more segments (either vertically or horizontally )and the size of them. From here you can select all the smaller segments and use the normal tools on them to create effects like balconies and walkways ect.






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