sharktacos
04-20-2005, 05:40 PM
In some of the larger studios I have worked in they had a nifty feature in their in house 3d paint programs - you would take and image and place it over the model and then "rub" the image onto the model, spin the model around, rub some more, and next thing you know you had a fully textured model! Pretty neat. So I was trying to implement something like this in Maya. Which I got to work pretty well, but I could use some ideas on how to further develop it.
1)make a sphere
2) In the 3D paint tool, choose the "paint effects" mode and open the visor.
3) In the visor pick a brush like paper/plaster.mel and under the texturing tab change the UV repeats to 1 and load in your own map (it does not need to be tiling, for my test I googled "elephant skin" and found some neat looking pictures)
4) back in the 3D Paint Tool, switch to "screen projection"
5) paint away
The only problem with this is I would like a way to see the screen projection so I can predict the results. For instance if I want to have an image of a cat, I want to see the image of the cat before I rub it so I can know where they eyes and nose are going to show up on my object. The first idea I had was to hook the image up to and image plane that is slightly transparent and between the camera and the model. Unfortunatly this did not work because the screen projection seems to not be locked to camera but to the object, it looks like the screen projection resizes and moves itself to follow the objects bounding box.
So my two questions are
1) does anyone have any creative ideas about how to visualize the "screen projection" from the 3D Paint Tool? and
2) a way to translate, rotate, and scale the screen projection's placement. (maybe my linking the offset and scale parameters of the paint effects brush to some locators, ala a character setup rig?
How about it science? If we could figure this out we would have a tool that even the highend 3d paint packages don't have. Wouldn't that be nifty?
1)make a sphere
2) In the 3D paint tool, choose the "paint effects" mode and open the visor.
3) In the visor pick a brush like paper/plaster.mel and under the texturing tab change the UV repeats to 1 and load in your own map (it does not need to be tiling, for my test I googled "elephant skin" and found some neat looking pictures)
4) back in the 3D Paint Tool, switch to "screen projection"
5) paint away
The only problem with this is I would like a way to see the screen projection so I can predict the results. For instance if I want to have an image of a cat, I want to see the image of the cat before I rub it so I can know where they eyes and nose are going to show up on my object. The first idea I had was to hook the image up to and image plane that is slightly transparent and between the camera and the model. Unfortunatly this did not work because the screen projection seems to not be locked to camera but to the object, it looks like the screen projection resizes and moves itself to follow the objects bounding box.
So my two questions are
1) does anyone have any creative ideas about how to visualize the "screen projection" from the 3D Paint Tool? and
2) a way to translate, rotate, and scale the screen projection's placement. (maybe my linking the offset and scale parameters of the paint effects brush to some locators, ala a character setup rig?
How about it science? If we could figure this out we would have a tool that even the highend 3d paint packages don't have. Wouldn't that be nifty?
