Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
INB Português Fórum

BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com


Você não está conectado. Conecte-se ou registre-se

《《《《《《《上一页INBforum   Ir para baixo

上一页INBforum》》》》》》》Ver o tópico anterior Ver o tópico seguinte Ir para baixo  Mensagem [Página 1 de 1]

1Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Empty Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Qua Jan 26, 2011 4:16 am

Admin

Admin
Admin
by Max
Glick




This tutorial explains two methods
for the UV mapping of an object in LightWave 3D®
7.x. This tutorial should be compatible with all
6.x+ versions of LightWave 3D®.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Intro

LightWave® offers a number of ways to generate
UV maps, but often the computer-generated maps
are difficult to interpret and paint on. As a
result, this tutorial is intended to show you
two processes for making more controlled UV maps.
The concepts provided here are a combination of
my personal experience and practices I've learned
from others, in particular from Aristo Menis's
tutorial "Nothing
Compares 2 UV" from the site [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
and the CroTeams's
tutorial on UV mapping in the Serious Sam SDK.
The goal of this tutorial is to demonstrate the
creation of a UV Texture map for a character model
for the Serious Sam engine by CroTeam,
but the ideas provided can easily be adapted for
any UV mapping project. Remember, this is an approach
I use, but it is not the only way to do it. Experiment
and find what works best for you.



Preparing
the model



Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Base_fig01
1. Load your object into Modeler. The first
step is to create a surface for each plane (X,Y,Z)
and area of the object. This is part of the process
described in the texturing section of the Serious
SDK. In this image, you can see I have colored
each surface differently so they are easy to distinguish
when the placement map is exported for the "Serious
Modeler".


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Base_fig01
2. As you can see, the sides of the legs
are on one surface, the front another, the inside
leg another, and the leg-back surface is unseen.
You could also use one surface and later use "cylindrical
type" when creating the UV texture, but that's
not what we're going to do here. So these 3 surfaces
define the 4 basic planes of the legs. Above the
legs are 2 surfaces, torso front and torso back,
and the feet are made up of 2 planes: inside and
outside. These last 2 areas only have 2 planes
since they are flatter then the legs, and do not
need the extra planes to flatten the areas for
the UV texture.


How To:

Switch to Polygon mode
by clicking "polygon" in the bottom left
or pressing "space" until it is highlighted.
Left Click to select the polygons. Adjust
using SHIFT/CTRL if needed. Press "q" to
open the new surface panel. Enter a name
for the surface and choose a default color.
Repeat this until all polygons have been
assigned a surface.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Base_fig023.
LightWave® dynamically updates UV data as mesh
data is updated. This is a great feature in LightWave®.
What this allows us to do is UV map half the object
and then mirror it later. While this is great
for low-resolution characters, I do not usually
use this with high-resolution characters since
it makes things overly symmetrical.
Select the identical parts from half the object
and delete them, thus leaving you half the object.
In this object, we have 2 polygons that crossover
both halves of the model. These will be deselected
so they will not be deleted. Later, when we mirror
the object, we will select all polygons but these
when we duplicate the existing half to make the
object whole again.

How To:

Hold down the right mouse
button and use the lasso to select half
the object. If you select any extra polygons
on the other side, simply Left Click on
the unintentionally selected polygons to
deselect them. In the "top" or "bottom"
view, you will see the two polygons that
crossover both halves of the model. Left
Click to deselect these 2 polygons. Press
the "Cut" button "x" at the bottom of the
screen to delete the polygons.
4. Save this object as "player1.lwo" and
"player2.lwo".
How To:

Choose "File>Save As" from
the left menu.




Two
Approaches to UV



Now we deviate with 2 possible directions. One
is making a new image map, the other is to use
an existing image. If you are making a new image
map, your best approach is to use a positioning
image to make sure your map will wrap smoothly
around your model. CroTeam has recommended using
a checkerboard image to accomplish this. In your
favorite image editor, create a new image 1024x1024
and draw a 2-color checkerboard of 16-pixel squares
or download the one here. The checkerboard image
is used as a temporary image for setting up the
UV map, and is then replaced with the final image.
The first approach is a quick version using LightWave®'s
mapping tools to generate our map, then the checkerboard
image will be used to cleanup the UV placement.
The second approach will focus on more extensive
control over UV placement and allow for fine detail
manipulation. For this approach, we will use an
existing image map (from CroTeam's game Serious
Sam) and we will mold our UV map to work with
this image map.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam RedGrid Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam Player_imagemap


Approach
1: Getting Started



Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam RedGrid1.
We will now create a new UV map for our object,
then use LightWave®'s UV Map tools to create the
UV data for the map. This method will allow for
the quick generation of UV data that we will then
adjust once the map is generated.

2. Load the "player1.lwo"
object. Now with all the symmetrical polygons
deleted, select all points and "unweld" them.
How To:

Use the Lasso tool again
by holding the right mouse button and drag
the lasso around the entire object. Now
select the "Detail" tab in the top bar and
press "unweld" located in the "points" subsection
of the left bar.


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig01


3. Now is a good time to do a "save
as" to back up your work so far.



Approach
1: Generating the UV Map



Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig02_3
4. Select the surfaces for the front, outside
and back of the leg. We are not going to include
the inside leg surface because this will cause
problems for the model in the Serious Sam engine,
which will not accept a single point having 2
UV coordinates. Select the 3 surfaces that make
up the outside area of the leg using the select
by surface tool in the statistics panel.


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig04


How To:

Press "w" or select statistics
from the left main menu: Modeler>Windows>Statistics.
Switch to Polygon mode by clicking "polygon"
in the bottom left or pressing "space" until
it is highlighted. In the "surf" line, press
the down arrow and choose the surface you
wish to select. Now press the "+" button
to the left of the "surf" line. The "-"
button will deselect all polygons that have
the selected surface. After the first surface
is selected, select the next surface in
the list for the leg and press the "+" button.
Do this once more for the third leg surface
we are selecting.

5. Now create a "Cylindrical"
UV map for the main part of the leg. We will use
this same map for all our UV data, so only one
image will be used to map the entire lower body.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig05


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig06


How To:

At the bottom right of
the screen you will see the map controls:
W T M (none). Press the "T" button and from
the pop-up menu select "new". In the "Create
UV Texture Map" dialog box, name the new
map "player". Set the Map Type to "cylindrical",
the Axis to "Y" and Settings to "Automatic".
Press "ok".

Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig07
6. Now we have our first UV data for our
UV map. To see the UV data, switch the bottom
right view to "UV Texture" mode. Move this data
out of the UV coordinate area so the next part
we generate does not overlap the data we just
created.


How To:

In the top left of the
bottom view, use the pop-up menu to switch
from the current view to "UV Texture". To
move the UV coordinates, press "t" or in
the top menu select "Modify" then "Move"
in the left menu. Now drag the polygons
out of the UV Texture grid in the UV Texture
view. Holding the CTRL key will restrict
movement to one axis.




Approach
1: Adding the Inside Leg polygons



7. Now we are going to add the UV coordinates
for the polygons that make up the inside of the
leg to the "player" UV map. Deselect any currently
selected polygons and select the surface for the
inside of the leg in the statistics panel. Choose
"create new UV texture map", then select the existing
"player" UV map and create a "planar" type map
on the X-axis for the selected surface. Last,
move the UV-coordinates out of the active UV area.

Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig08 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig09
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig10 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig11
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig12

How To:

To deselect any existing
polygons, Left Click in any empty space
in the left menu. Now select the polygons
that make up the inside leg surface in the
"statistics" panel as we did before. At
the bottom right of the screen you will
see the map controls: W T M (none). Press
the "T" button and from the pop-up menu
select "new". In the "Create UV Texture
Map" dialog, use the drop-down arrow by
name to choose the existing map "player".
Set the Map Type to "planar", the Axis to
"X" and Settings to "Automatic". Press "ok".
To move the UV coordinates press "t" or
in the top menu select "Modify" then "Move"
in the left menu. Now drag the polygons
right in the UV Texture view.


Approach
1: Adding the Torso Data



Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig13
8. Now we are going to add the UV coordinates
for the polygons that make up the back of the
torso to the "player" UV map. Deselect any currently
selected polygons and select the surface for the
back of the torso in the "statistics" panel. Choose
"create new UV texture map", then select the existing
"player" UV map and create a "planar" type map
on the Z-axis for the selected surface. Last,
move the UV-coordinates out of the active UV area.



Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig14 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig15


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig16


How To:

To deselect any existing
polygons, left click in any empty space
in the left menu. Now select the polygons
that make up the TorsoBack surface in the
"statistics" panel as we did before. At
the bottom right of the screen, you will
see the map controls: W T M (none). Press
the "T" button and from the pop-up menu,
then select "new". In the "Create UV Texture
Map" dialog box, use the drop-down arrow
by name to choose the existing map "player".
Set the Map Type to "planar", the Axis to
"Z" and Settings to "Automatic". Press "ok".
To move the UV coordinates press "t" or
in the top menu select "Modify" then "Move"
in the left menu. Now drag the polygons
out of the UV Texture grid, in the UV Texture
view.


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig17
9. Now we are going to add the UV coordinates
for the polygons that make up the front of the
torso to the "player" UV map. Deselect any currently
selected polygons and select the surface for the
front of the torso in the "statistics" panel.
Choose create "new UV texture map", then select
the existing "player" UV map and create a "planar"
type map on the Z-axis for the selected surface.
Last move the UV-coordinates out of the active
UV area.

Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig18 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig19

How To:

To deselect any existing
polygons, left click in any empty space
in the left menu. Now select the polygons
that make up the "TorsoFront" surface in
the "statistics" panel as we did before.
At the bottom right of the screen, you will
see the map controls: W T M (none). Press
the "T" button and from the pop-up menu
select "new". In the "Create UV Texture
Map" dialog box use the dropdown arrow by
name to choose the existing map "player".
Set the Map Type to "planar", the Axis to
"Z" and Settings to "Automatic". Press "ok".
To move the UV coordinates press "t" or
in the top menu select "Modify" then "Move"
in the left menu. Now drag the polygons
out of the UV Texture grid, in the UV Texture
view.


Approach
1: Adding the rest of the UV Data



The process we used for the leg and torso surfaces
will now be repeated for the rest of the remaining
surfaces. For all the remaining surfaces, we will
use planar maps but you could mix any map types
that best suits your model in this process.
10. Create the UV coordinates for the
"bodyTop" surface. This surface is not very important
since the torso will almost always obscure it;
it just needs to blend in with the torso texture.
Create a planar map on the Y-axis as you did with
the previous surfaces and add it to the "player"
UV Texture. Then move the coordinates out of the
UV grid.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig20 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig21
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig22

How To:

Follow the methods explained
in making the torso texture. For this step,
the planar map will be on the Y-axis.
11. Create the UV coordinates for the
"LegCuff" surface. This surface is not very important
since it will be raised up under the pant leg;
it just needs to blend in with the leg texture.
Create a planar map on the Y-axis as you did with
the previous surfaces and add it to the "player"
UV Texture. Then move the coordinates out of the
UV grid.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig23 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig24
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig25

How To:

Follow the methods explained
in making the torso texture. For this step,
the planar map will be on the Y-axis
12. Create the UV coordinates for the
"shoeInside" surface. This surface is the inside
of the shoe. Create a planar map on the X-axis
as you did with the previous surfaces, and add
it to the "player" UV Texture. Then move the coordinates
out of the UV grid.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig26 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig27
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig28

How To:

Follow the methods explained
in making the torso texture. For this step,
the planar map will be on the X-axis
13. Create the UV coordinates for the
"shoeSides" surface. This surface is the outside
of the shoe and the outside of the sole around
the inside and outside. Create a planar map on
the X-axis as you did with the previous surfaces
and add it to the "player" UV Texture. Then move
the coordinates out of the UV grid.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig29 Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig30
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig32

How To:

Follow the methods explained
in making the torso texture. For this instance,
the planar map will be on the X-axis.
14. Create the UV coordinates for the
"Sole" surface. This surface is the sole of the
shoe. Create a planar map on the Y-axis as you
did with the previous surfaces and add it to the
"player" UV Texture. Then move the coordinates
out of the UV grid.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig33

Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig34
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig35

How To:

Follow the methods explained
in making the torso texture. For this instance,
the planar map will be on the Y-axis.
Approach 1: Adjusting the
UV data for the UV Grid.


15.
Now arrange your UV coordinate pieces to cover
a roughly square area and then size them all down
together to fit in the UV Grid.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig36


How To:

Switch to Polygon mode
by clicking "polygon" in the bottom left
or pressing "space" until it is highlighted.
In the "surf" line, press the down arrow
and choose the surface you wish to select.
Use either the "Lasso" (right mouse button)
or select by surface in the "statistics"
panel. Use the "move" tool "t" to arrange
the surface groups. Once they are arranged,
use the "size" tool "H" found in the "stretch"
section of the "Modify" tab. Hold the "CTRL"
key to uniformly size the UV coordinates
down to fit the UV Grid.
16. Now is a good time to save your work.



Approach
1: Adding the Grid image.



17. Open the "Surface Editor" and select
all the surfaces. Add a texture to the "color"
channel. Load the grid image for the "player"
UV Texture. You can now see the red grid texture
wrapped on to your model. Some parts are a little
stretched so we will load the image into the "UV
Texture" view and adjust the positioning of some
of the coordinates.

Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig38
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig37


How To:

Open the "Surface Editor"
panel "CTRL+F3" found at the top left of
the menu. Left click on the first surface
in the list, hold the shift key and the
left click on the last surface in the list.
Now click the [T] button to the right of
the "color" channel. In the Texture dialog,
set the "projection" type to "UV", select
the "player" map for the "UVMap" option
and for the image use the dropdown box to
select "new" and load the Red Grid image.
Finish by pressing the "Use Texture" button.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig39
18. Now load the Red Grid as the background
for the "UV Texture" view. The image is a little
bright so lower the brightness and contrast in
order to see the UV data a little more clearly.

Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig43


How To:

Press "d" to open the display
options dialog and press the "Background"
tab. Now choose to modify the bottom right
view by pressing the [BR] button. In the
image drop-down list, choose the red grid
image and then lower the brightness and
contrast by dragging their respective sliders
to the right.




Approach
1: Adjusting the UV coordinate positions



19.
Notice how the image map is getting stretched
and pinched in some areas. The checkerboard pattern
helps us to easily identify these areas and clean
up the UV coordinates so our final image map will
wrap smoothly over our object. Since I know that
the torso and shoe sections of the final map will
be separate from the legs, I'm not going to focus
on getting the grid to be consistent in size and
edge connection across the entire object, but
I will make sure for the 3 basic areas that the
map lines up well and displays with a consistent
size.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig40


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig41


Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig42
20. The inside of the leg looks very different
from the outside. The grid pattern is much smaller
for the inside. Since the inside of the leg is
not going to be all that visible in the game engine,
it's not overly important. Select all the polygons
that make up the inside leg, and then using the
size tool and move tool adjust the UV coordinates
to better match the outside leg.


How To:

Use the "statistics" panel
to select the "legInside" surface or use
the "Lasso" tool, (right mouse button),
and then size the polygons down using the
"size" tool "H", in the "modify" tab. Once
the size of the grid matches the outside
leg, use the "Move" tool "t", found in the
"Modify" tab, to adjust the inside leg's
grid to align better with the outside leg.
21. The outside leg has some stretching
and pinching in some areas, so using the move
tool adjust the UV coordinate points to smooth
out the texture.
Tutorials LightWave 3D UV Texturing with a Focus on Game Models for Serious Sam App1_fig44
]

http://pt.inbforum.com

上一页INBforum   Ir para baixo

上一页INBforumVer o tópico anterior Ver o tópico seguinte Ir para o topo  Mensagem [Página 1 de 1]

Permissões neste sub-fórum
Não podes responder a tópicos

Copyright ©2009-2010 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Criar um fórum | ©phpBB | Fórum gratuito de ajuda | Denunciar um abuso | Fórum grátis