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I.
Creating the Texture Map
This
is the hardest part of the mapping process---
finding an appropriate map or creating your own.
You'll want to arm yourself with your Infini-D
CD, which usually has samples of royalty-free
images for you to use in your maps. I started
with the PhotoDisc sampler image of a bunch of
straw (it's the closest to rope I could find!).
If you want a more detailed description on how
I created the final map, swing on over to the
Photoshop tutorials
area (#1).
Download
this image-----> rope.sit
Now,
we need an object to map!
II.
Creating the Rope Object
1.
We want to make two different rope pieces: a straight
piece, and a piece that curves, so we can see
the differences in how the map comes out. Use
the Path Extrusion Tool to place an extrusion.
We want to edit this object to look more like
a piece of rope (MODEL> EDIT SPLINEFORM).
2.
Once in the Workshop, you will want to change
the cross-section on the extrusion to be a little
smaller than it is currently. Use the circle tool
to place a circle at the center of the existing
cross-section. Make the new circle about half
the size of the original. You may have to zoom
in to get a better view of this. HINT: Use
the shift key to constrain the proportions of
your circle. Delete the original circle. Your
object should change its radius throughout its
entire length.
3.
Now we want to change the actual path of the extrusion.
We will be working in the Front Path window. Make
sure to leave the path active. Use the arrow tool
to modify the Bezier curves of the path. To modify
the first point on the path, you will need to
move the cross-section marker out of the way (just
drag it to another location on the path). Pull
the handles on the points to change the path.
Once you have a path that you are satisfied with,
open the Path Top Window and modify the
path from the top to create a more realistic,
three dimensional path.
Exit
the modeler and prepare to map the object!
III.
Texture Mapping the Object!
1.
Make sure that your object is selected. Go to
the Surfaces Tab and click the comp
button. We need to load our image into Infini-D
before we can use it in a composite surface.
2.
In the Layers area, click the Add
button to add images to the compostite. Locate
your image file and add it.
3.
In the Composite area, change the mapping
mode to Decal.
4.
In the Repeat area, change the value to
zero (which will cause them to be infinitly repeated
across the surface of the object).
5.
In the Coverage area, we want to change how the
image covers to object vertically, so we move
the left slider closer to the right slider to
decrease the vertical size of the image (squish
it). You can see how this is working by looking
at the green lines in the object window. The area
between those lines is the area covered by the
decal. Since we repeated the texture, it will
still cover the entire object, but it will be
"flattened" out a bit compared to the
original image.
6.
When you are satisfied with the texture, give
it a name and hit the okay button. Do a test render
to see if the texture looks fine. If all is well,
you are ready to incorporate this object into
a scene!
Some
general hints and reasonings:
The
reason we use decal mapping for this object, as
opposed to cylindrical mapping, is the fact that
decals can bend to fit the shape of the object,
even if that object changes over time. The map
will follow the object's curves without "falling
off" the edge of the object.
That
is all for now!
Jennifer
Last
Modified: February 17, 1999
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