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stevedupont
07-06-2008, 09:14 PM
Hi Community,
I have a specific problem for which I need to find a solution:

I need to "project" my texture onto a 3D model, as if I was using a slide projector or a LCD projector. I am not talking about UV mapping or copying the texture onto the model from one or several images, such as it would be possible in Zbrush, I mean a pure and basic projection with the disadvantage that the texture will be stretched on non-right-angled faces and that the texture will not be applied to those faces that are hidden from the point of view of the projector - not sure If I was able to explain that right.

In maya, I was told, this is called projection mapping. Is anyone able to give me detailed instructions of how to do this in Maya, or any other Software that can do this ?

Thanks

Steve

DjimiFett
07-07-2008, 04:32 PM
Check this out..
http://www.digitalartform.com/archives/2004/11/camera_projecti_1.html

stevedupont
07-07-2008, 05:42 PM
Thanks DjimiFett,
that's exactly what I meant.
After reading and reading here on the board, I noticed that what I was looking for is a feature in about any 3D Modeling Software called "Camera Mapping" or "Camera Projection Mapping"
All of the tutorials explain more or less well, how the shapes, on which the photo will be projected, are modeled, based on the texture.

In my case, I however usually already have the shape that will fit, and I don't want to do any further modelling.

So now I am looking for a simple solution and a simple tutorial of how to do ONLY the camera projection mapping, without having to learn Maya or Cinema4D.

(Background: I want to model faces in Poser, thats fairly simple for a beginner like me, position them right, and then project the texture only).

I noticed a video that explains the camera projection with Zbrush, that looks fairly simple:
(taken from another post)

[...] My inspiration for this tool was zBrush's Projection Master, and Ryan Kingslien's Texturing with Photo reference tutorial here: http://209.132.96.165/zbc/showthread.php?t=33715[...]

Thanks

Steve

everlite
07-07-2008, 08:14 PM
Do a search (cgtalk/google) on camera mapping and camera projection, its a common technique used by environment artist.

Dave.

BigSky
07-14-2008, 06:40 AM
Do you have access to maya/C4D/XSI? if so, then you can follow the tutorials. If you don't then it's a bigger ask. You could look at Canoma or Image Modeller (if they're still around) which are dedicated image based modelling apps.

stevedupont
07-14-2008, 03:28 PM
You could look at Canoma or Image Modeller (if they're still around) which are dedicated image based modelling apps.

thanks, I'll give that a shot.

stevedupont
07-14-2008, 03:47 PM
I can now be a bit more precise: what I want to do, is to project the texture onto a model, not a background scene. Then I also don't want to render just a still image nor a movie, I want to use the file again in another application.
For this, I need to export it as OBJ for example, with the projected image as a texture.

In other words, the image must not only be projected, but "painted" onto the model.

Thanks to the tutorials, mainly the tutorial with the castle scene in 3DSMax "perpixel_camera_map.300k.mov" I was able to do the projection.

When I now export the Model as Wavefront OBJ, there is an OBJ and the MTL file created,
but the texture is not saved and the *.mtl file does not reference it.

How can I actually "apply/paint/transfer" the projected image onto the 3D Model and export it as OBJ, with the respective MTL and JPG/BMP file ?

Thanks

Steve

Cameo
07-15-2008, 12:47 PM
You need to bake out a new texture map which will conform to the models UVs using the camera projection you have made. Im not a max user so hopefully one of the other guys can help you with the process.

As an aside, the model will only look correct from the same viewing angle (with slight deviation) as the projection. Everywhere else on the model (sides, top, rear) it will appear as a stretched texture. For a complete map you need to make multiple projections and blend the resulting bakes into a final texture.

stevedupont
07-15-2008, 01:10 PM
You need to bake out a new texture map which will conform to the models UVs using the camera projection you have made. Im not a max user so hopefully one of the other guys can help you with the process.

yeah! that's it. thanks so much.
with this hint, I can now dig deeper and hopefully find an explanation of how to do it.

As an aside, the model will only look correct from the same viewing angle (with slight deviation) as the projection. Everywhere else on the model (sides, top, rear) it will appear as a stretched texture. For a complete map you need to make multiple projections and blend the resulting bakes into a final texture.

I am aware that it will look stretched from a different angle, the idea of multiple projections sounds good, even though I may not need it for now.

Thanks again for your help

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