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Polygon Texturing
rendering finale

Texturing Polygonale


MAYA Method: UV Texturing Computer Grafica by


1. In this tutorial we will see how apply texture to an object, that is, like projecting an image so that our model assumes the aspect you want. For the firts time, create a polygon cube: go to Create> Polygon Primitives > Cube and from the Channel Box to the right, set up the following values: Scales X = 1,4 Y Scales = 7,0 Scales Z = 2,9, leaving the other values the same. Translate along the Y axis the created cube as soon as so that the base is adjacent to the grill as in figure.


2. To this point we must create a material and apply the image to you (that you can unload here ). From the Tool Box on the left we set up the sight on Hypershade/Persp, click on a Lambert material that will appear to the inside the Hypershade and double click on it so as to open the relative Attribute Editor. Click on the chessboard to the right extreme of the Color attribute, will open a window where we will choose Rows and continuing to cliccare on the folder beside called ' Image Rows ', we will go to select our image previously saved. Now we select our cube and with RMB choose Assign Material to Selection..


3. Do that, came back on the perspective view, type 6 on the keyboard to view the texture on the model. As we can notice the projection of our image is not correct, in order to make that, we must work on a polygon for arrange the portion of relative image to that side. Start with the polygon that must represent the main side of the object, therefore let's go over the cube, with the RMB, choose Face and we select the polygon.


4. Go on Edit Polygon > Texture > Planar Mapping and click on the little square of the options. Here we can choose the axis of projection of our image, in this case the X. axis. We would have to this point, to have the entire image projected on the that polygon; in order to arrange it in correct way, we use tool the UV Texture Editor, launch it (Window>UV Texture Editor) and through the handles to its inside, we scale the square that represents our polygon, so as to posizionarlo exactly on the portion of image that interests to us.


5. As you will sure have noticed, there are of the handles also on the same model, from where to be able to carry out of the adjustments of the texture. From the lateral side we can control our job.

6.We make the same thing for the other polygons: select the side, project the texture and arrange it through the UV Editor. It could append to find again the image projected specularly, in order to reflect it in correct way, use the voices Rotate X, Y or Z of the Channel Box<


7. In order to make so that the model is not perfectly square and therefore little realistic, we can practice of the cuts on the polygons through tool the Cut Face or the Split Polygon. We will have therefore other point to edit. And here our package of chewing gum complete