View Full Version : Nurbs Texture Mapping Question
erics75218 06-19-2002, 02:59 PM What is the general workflow for applying "hand' painted texture maps. I'm new to this. How do you all go about finding out what is where and who is who on a nurbs surface.
I've been taking a nurbs surface, converting it to Polys to see what the "default" UV's look like..and to get an IMAGE of something I can paint on.
If my question is not clear enough I can elaborate.
Thanks
Eric Smith
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svenip
06-19-2002, 03:38 PM
a good way to figure out is to use a coordinate texture. there are some available for downloading at the aw website. theses textures have a coordinate system applied and you can see in maya there which coordiante is lying. so you can paint by side in PS and look in maya where does what ly. another way, the way i do it, is to use the 3dpaint in maya just to makr special areas (maybe the eybrows, the motuh etc) with a black and white map and then go to PS and can see where what area is lying.
or you have enough money to get deeppaint, then you can paint directly on the surface with all functions. if you have sgi you can get studiopaint, which i like more then deeppaint.
depending on the model you could also use projection utilities for a raw texture and bake them to a file texture.
for texturing nurbs faces I have seen a tutorial in a book how to unwrap a cylindrical projection, using playblast, an animated camera and a photoshop action, witch is working quite good.
if you are interested I could find and post it.
cheers
goob.
wmaher2
06-19-2002, 08:42 PM
Here is an awesome skin painting workflow tuorial in pdf
http://www.thehobbitguy.com/Links.html
its under skin painting......
Enjoy
GrafOrlok
06-20-2002, 08:10 AM
I feel that the best way of learning how to do textures on a NURBS surface is to fully understand what a NURBS surface is. And first off: a NURBS surface is always a square, no matter what shape you model it into. And a texture is (preferably) square too. So the texture you paint will always be the same as a NURBS plane (provided you apply it with the "normal"-choise when assigning it).
The downside is that if you model something that has a more elaborate shape you get an uneven parametrisation, which make the texture stretch. And on, say a face, you have no way of knowing where things are supposed to go when working in Photoshop. You can however draw the basic lines by using the "3d paint"-tool and then open that pic-file in Photoshop
But there are ways to go around these problems. You can chose "fix texture" to get rid of some of the stretching problems and you can of course project it onto the surface. In "Character animation in Maya2" there is a tut where you animate a camera around your model to render small strips which you then compile in Photoshop. The result is a flattened out picture of your model that fits perfectly in a cylindrical projection-mapping. Check it out, the book is worth it just because of this tut!
erics75218
06-20-2002, 06:00 PM
Thanks for all the tips. Currently what I/we are doing is this. Using GI_JOe to bake in a fake radiosity into an image map. This gets me, more or less, some form of IMAGE with which I can see the details in the burbs geometry. This is a REAL hack. But it seems like there is no easy way to have a workflow like I do when using UV's on a poly mesh.
I guess this is why they invented 3D paint in the first place.
Thanks for all your help
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