View Full Version : need some help with texture adjusting
JeePee 08-06-2002, 07:15 PM i have modelled a plant and i'm trying to texture it now (first time)
the problem is the texture doesn't match the shape of the leave i'm trying to texture
my question is how can i get to know or see the size from my modelled leave in 2d so i can paint the right size?
here's what i'm working on
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chrleon
08-06-2002, 07:23 PM
assuming you don't have bodypaint and want to make a template for creating a texture
Create a camera that targets the leaf, and make that leaf fill the whole screen.
Turn on the cartoon shader in render settings and activate edges and outline.
Render at what resolution you need
Now you can import the rendered image into your paint package and create the texture.
good luck!!
sanciok
08-06-2002, 07:25 PM
eheh! Nice plant u have there!
I think Chrleon's way is the best one! Use that image as a template!
JeePee
08-06-2002, 07:32 PM
thx i will try that but is there a better way using bodypaint? cause i do have it
chrleon
08-06-2002, 08:03 PM
If you have bodypaint it should be easy.
select the polygons you want to texture in bodypaint and make a new texture in BP.
Also set a new material on the leaf with flat projection and crate uvw.
then show the uv's in the texture window.
in the functions menu, there is an option to outline polygons.
save texture as an image you can use in your paint program and use that file as a template or paint in bodypaint..
JeePee
08-07-2002, 12:21 PM
i can't get the outline polygons option to work, i just get a square made out of 2 triangles
wich option is it exactly that you're talking about?
chrleon
08-07-2002, 01:10 PM
functions > painter > outline polygons
You have to select the uv's first, and the outline those.
JeePee
08-08-2002, 01:10 PM
hmm i still can't find it, i looked in every function menu in cinema but i didn't see it
i found some altirnatives trough but theyre not realy precise, could u make a screenshot where u highlight the option in your bodypaint?
chrleon
08-08-2002, 01:54 PM
Hi I'll just post a link here so that the people on dial up can choose if they want to see it.
1. The function is located under painter > functions > outline polygons (sorry, it was wrong before:-) )
2. remember to set your brush size to 1 and hardness to 100%
link to the image (130k) (http://www.3djegrad.net/~cchristensen/bilder/3d/outline.jpg)
JeePee
08-08-2002, 05:09 PM
thanx i got it now :)
also with the help of this tutorial
http://interneteye3d.com/Tutorials/2001/Jan/BodyPaint/default.asp
nice tutorial find :D
Do we get to see a completed render?
matty2x4
08-11-2002, 09:00 PM
hey chrleon - how do you get it to unwrap at the back of the head? when I try bodypaint it throws points and pollys to the wind:shrug:
2x4
chrleon
08-11-2002, 09:53 PM
Just whipped up a quick tutorial on this.
Images are worth a 1.000 words.
See if this helps.
link to tutorial (http://www.3djegrad.net/tutorials/uvunwrap/uvunwrap.html)
** edit **
it is a bit large, so have patience.
will fix this later.
sorry.
matty2x4
08-11-2002, 10:31 PM
Excelent thanks... now what would you do for a body with arms and legs:scream:
or say.... a lizard
as you can tell Im having a few dificulties with a project im working on
chrleon
08-12-2002, 04:31 PM
without knowing what your lzard looks like, I would go for cylindrical mapping, since lizards are a tube like shape.
But unwrap the uv's separately, like the image below.
http://www.3djegrad.net/tutorials/uvunwrap/gfx/lizard.jpg
The body by itself, head by itself and feet by itself.
Found the image of the lizard on google.com, from a page called jeffbotkin.com
matty2x4
08-12-2002, 08:42 PM
chrleon - hey thanks for that. Will try, I have the built the whole thing with nurbs but have seperate selections for the bits and bobs. once you have done (stuffed up) a uv map is there any way to reset it so its not all over the show?
here he is... updates to come
http://www.cgtalk.com/showthread.php?s=&threadid=16574
chrleon
08-12-2002, 09:07 PM
thw two things to do is 'generate uvw cordinates' and 'bake UV'.
Bake uv is sort of the same as 'fix bones'. in that it fixes the uv in the curretn state and you can then manipulate them further, and if you make a mistake you can restore them to the fixed position.
Whatever you do, don't delete the uvw-coordinates tag, 'cause then you'll have to remap the uv's again..
lizard looking good.
Keep it up!
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