View Full Version : Patch texturing
snot_nose 10-19-2002, 06:32 PM Does anyone know a texturing technic for patch models?
Right now I'm using the technic that is used for mesh models - detaching the model to different parts.
applying edit patch modifier and sorting them as planars, applying uvw, exporting the wireframe with texporter, working with the wire map for the texture, applying the texture to the model, applying unwarp uvw to lock the UV's.
deleting the edit patch modifier and welding the vertix.
I know this technic is usually applied to meshes, and i was wondering if there is a special one for patches (I'm a Max users)
Do you think that maybe I should just convert it to a poly model?
even though i'm going to do some facial expressions on this object
|
|
snot_nose
10-22-2002, 03:43 AM
did a nulear bomb fell somewhere or is it that the texturing population is very low?
Gentle Fury
11-08-2002, 02:36 AM
did a nulear bomb fell somewhere or is it that the texturing population is very low?
hopefully the texturing population is very low!!!! (more work oppurtunity for us that way :) )
the best way to texture patch models is with projection maps :)
if its a head, you can use a cylindrical projection map if its like a chest use a planar. The cool thing about projection though is that its based on where you place it.......so you can "project" across multiple patches :)
Happy Rendering!!!!
Mauritius
11-08-2002, 03:43 AM
Patches have implicit texture coordinates. That is one of the reasons many of the big studios still prefer (NURB) patches over subdiviosn surfaces. The whole hassle of getting a sufficient parameterization is eliminated.
.mm
snot_nose
11-08-2002, 02:00 PM
Fury:
do u mean just a standard uvw map modifier?
and if you use a cylindrical projection, then how do you work on your texture without the planared wire map??
Mauritius: i think i have midunderstood you. what do you mean by saying:
Patches have implicit texture coordinates
(the stress is on ?implicit?)
Gentle Fury
11-08-2002, 11:43 PM
Originally posted by snot_nose
Fury:
do u mean just a standard uvw map modifier?
and if you use a cylindrical projection, then how do you work on your texture without the planared wire map??
Mauritius: i think i have midunderstood you. what do you mean by saying:
(the stress is on ?implicit?)
one way to do it is to set up a virtual scanner in your software. Basically set up an ortho camera and make it scan 360 around the object you wish to map. Then make an action in photoshop that pieces it together. Its not as difficult as it sounds.......you can find this exact process in a book called Maya 2 Character Animation.
http://www.amazon.com/exec/obidos/ASIN/0735708665/qid%3D1036798830/sr%3D11-1/ref%3Dsr%5F11%5F1/002-7574682-3764844
it is a great book even if you arent using maya :)
i think what he meant was explicit, not implicit, unless you did mean that the texture coordinates are merely implied, which i suppose could kinda work with NURBS, since it isnt a true set uv structure as polys are and can be re-built easily.
oh and btw, its always NURBS, cant be NURB, as it stands for Non-Uniform Rational B-Spline........its not a plural......:)
Hope this helps a lil :)
Happy Rendering!!!!
snot_nose
11-09-2002, 06:04 PM
I think i have a lack of information here:
what is a virtual scanner and an ortho camera??? are you sure it's also applied to max? never heard of it.
Gentle Fury
11-11-2002, 04:16 AM
one of these days im gonna get a chance to scan that tutorial for the world to see.......but im too busy.
CGTalk Moderation
01-13-2006, 08:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.