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Texturing

From Hash, Inc. WIKI

Texturing for TWO

Contents

[edit] Use of Materials

Keep in mind that materials are slow to render. Consider once you have your model textured and approved, converting your materials to decals. This can be done by:

  1. Commit your textured model to SVN.
  2. Flatten your model and do a flatshaded render of the materials result.
  3. Apply this rendering as a decal to the flattened area.
  4. Remove the materials that you replaced with decals from you model.
  5. Commit your change, being sure to note Materials to Decals in your svn log.


[edit] Flattening

[edit] Painting

[edit] Cylindrical Mapping

Make sure the cylindrical shape is centered about the Y axis. If it isn't that way in your model, make a pose that moves it there and apply the decal in the pose. (Source)

Or you can apply the Projection material to a group and locally translate the material's pivot to be identical to that of the group. Then you can locally rotate the material to align it with the group. (Source)

An X-repeat value of 3 is the correct number for x. A:M uses one copy over an imaginarily flattened mesh as best it can and uses one more on each side to catch any stray bits of mesh that the first one didn't cover. This makes it possible for a rectangular decal to appear to wrap around a mesh that doesn't have a straight seam on the back. Normals don't matter for decals.(Source)

The cylindrical map will always be applied as if you were applying it in front view, and centered in x direction, regardless of how you position the image before hitting apply. The y extents can be varied - but not the horizontal or x extent for the original stamp. It will always have a 3 x 1 repeat.

After you apply the image with cylindrical map - you can then change the repeat & how the decal is mapped by using A:M's uv editor. But your best bet is to create the image to be used with the imagery that you want to be on the front centered in the x direction. (Source)

[edit] Parts to be textured

[edit] Data Organization:

Flattening actions and decal images should be organized on SVN thus:

Retrieved from "http://wiki.hash.com/index.php/Texturing"

This page has been accessed 2,345 times. This page was last modified 14:50, 19 June 2011.


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