Texture Maps
Creating
planar textures for 3D Models
The wireframe image was generated from Max 2.5 using
Peter Watje's texporter plugin. First I took a 2500 poly
model and assigned Planar Mapping Coordinates, fitting
them to my model. The plugin then provided an image of
the texture coordinates at the desired resolution. If I
had assigned Cylindrical or Spherical Mapping Coordinates,
the bitmap would look radically different. Because of our
rather unweildy production pipeline, currently we are
using a planar mapping coordinates applied to the entire
figure.
For Max 3.0 texporter is called the UVW Unwrap Utility,
appearing under the Utility (hammer) tab. This image can
be used as an Overlay layer in Photoshop, allowing you to
work on your texture while staying within the lines.
Here are the texture maps for Andrea, front and back. The
edges are noticeably blurred so as to minimize the amount
of stretching that inevitably occurs when one uses Planar
Mapping Coordinates while adding to the illusion of
translucency.
Creating Source Maps in 3DStudio Max
These textures were created by using various plugins in 3DStudio
Max. I created a Multi/sub-object Material with about 12
different slots. Each sub object Material had a different
interesting effect assigned to it, including gold skin,
blue metal, flames, and camoflag of various colors. I
applied each of these textures to the high res version of
my model built in Surface Tools. The model was lit using
classic 3 point lighting to accentuate the 3
dimensionality of the figure. This includes a strong key
light - front left; a softer fill light - front right,
and a softer back light - behind the shoulders.
Although the mesh that will be used in our app is only
1200 polygons, the 4800 polygon model, rendered out with
various applied textures, will provide the source art for
our final texture maps. This way we can take advantage of
the greater detail without incurring a performance hit.
Then in 3DStudio Max, in the front Viewport, I did a Zoom
to Fit, rendering out the high res character, one
Material at a time, front and Back views. To swap out
Materials, I would select all of the faces and then
change the Material ID in the Mesh Editor.
It is important that each image be rendered with
precisely the same dimensions, since these renderings
will provide the source images that will get composited
in Photoshop. In order not to alter the Viewport, I
animated my character to rotate 180 degrees about the
central Y axis. This way I can get front and back
renderings of my character that will register perfectly
in Photoshop.
At this point, I also used Texporter to generate a visual
image of my mapping coordinates. Texporter references the
mapping coordinates applied to the character to generate
a visual representation of the texture vertices. It
outputs what looks like a wire mesh. This can be used as
an underlying template in Photoshop, useful for
registering all of your images. From the texporter plugin,
I will output an image that is 512x512 or 640x480.
Each image was rendered out as a 640 by 480 .bmp file,
and then cut down to 512x512 in Paint Shop Pro, a nice
lightweigth paint program. PSP allows you to save a
Selection Marquis, so once you have cropped the 1st image,
you can crop the rest with the same Marquis.
PhotoShop Manipulation
From here the images are loaded into Photoshop as
successive Layers. Usually I just load in the Front
Textures first, experimenting with various effects. If I
find an effect I like, then I will try to recreate it for
the Back Texture, and then save the pair out as a final
texture map, to be applied to my lower 1200 poly
character.
The textures used on Andrea include the following,
starting with Layer 1:
1. Beige underlying texture - the nude form, Normal 50%.
2. Flames, using a Max combustion plugin - Normal 80%.
3. Camoflage, using a Max plugin - Saturation 50%.
4. Beige - Multiply 80%.
5. Texporter Texture Vertices - Exclusion, Screen, or
Lighten 60%.
Stasia
McGehee
October 8th, 1999
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