My general process for texturing was as follows:
- Upon first receiving a model, I open up the UV Texture editor. If the model was already textured I'd skip ahead and export it to Photoshop if it had not been UVs or I deemed the UVs too wonky to texture, I would UV map it
- Assuming the model was not UV'd (like many)Generally, I'd first start off with an automatic mapping in order to get the UVs to vaguely resemble the object. Normally it looks like a bunch of cut up pieces and you use this as your starting point.
- The next thing I'd do is to turn border edges on so you can more easily see where the seams in the UV are.
- The next step is to stitch the edges together. Keep in mind that your goal when you stitches the edges of faces together, isn't to stitch together as many seams as possible, but to create seams that make the model easy to paint on.
- Another consideration is to make sure that there are not large discrepancies in face shape on the model versus the UV. If the faces are either too big or too small on the UV or model, it will make the texture appear wonky. The resolution of a texture does not change to fit the faces of UV's so you need to make sure that the size of faces in the UV's reflects the size on the actual model.
- The next thing you need to do is to export the UV map. You need to decide how detailed this object needs to be and therefore the resolution of the UV map. When you export it, make sure to also change the file type to whatever you want to import into Photoshop. Using .tif normally works well.
- Paint the UV in Photoshop. Don't forget to turn the UV map layer off before you save it. You don't want the lines to appear on your model.
- Click and drag the .tif file into Maya's hypershade. Assign it to the color of whatever material you need for the object and you're done.
Largely, I think the group did well in pulling together so many different necessary parts of this project and producing as close to a finished project as was possible in the time frame given to us.
In regards to my personal portion of it, I think that I did a decent job. A lot of the textures I couldn't devote as much time to as I would have liked but due to time constraints I did what I could. In future projects I think there needs to be more fusion between the modeling and UV'ing aspects. Going back and having to edit aspects of models and/or remap UVs wastes a lot of time. I feel like modelers need experience texturing, even if they're not good at it so they can take into consideration the UVs and the textures when they're building the models.
Some pictures of scenes with some stuff that I textured:
(Textures: Rags, Little Girl, floor, window, wall)

(Textures: squirrel, flower, trashcan, cans, boxes, walls, doors)

(Textures: Rags, windows, boxes, trash cans, cans, window, door, buildings, floor, lamp)

(Textures: generic men, floor, flower, fire hydrant, window, walls, doors)

(Textures: generic men, floor, lamps, steps, buildings, doors, windows)

*There were 13 different variations for the buildings and windows and 4 different variations of the generic man.
Here are some other props that I don't think were in the scenes above and were not in my midterm post.



No comments:
Post a Comment