Tuesday, 11 October 2011

UV Mapping

Today I would like to share my models from labs and explain a little of what I have learnt.
The first picture is of two different textures I created. The first is a rusted iron that was created by setting shader parameters to metal, and increasing the gloss drastically and specular slightly. In the gloss tab I also added a Perlin Marble map to give it the patchy look.
For the wood effect I used a Oren-Nayar-Blinn shader and added a wood map. I reduced the gloss to 0 and increased the roughness to 100.

The following picture depicts how a chess board jpg is mapped across several different shapes. You can clearly see here that on objects such as sphere of base of cone, the image is stretched, so would be no good to achieve a nice even finish.


The next image depicts the effects of adding various maps to images (in a simlilar syle to the rusted metal) Here I used a swirl design, tweaking the tightness of the twirl and level of colour blending to get this nice effect.


This exercise involved using the UV map technique to familiarise us with its limitations.
1- A sphere with box mapping. Note how the image has been applyed 6 times as if it were a cube. Effect is very distateful.
2- Two spheres, one with the image mapped spherically, other shrink wrapped. Spherical wraps the sphere in the texture but the seem is quite obvious. Shrink wrapping takes all 4 corners of an image and pulls the round a shape into one area (or pole) that hides a seem.
3- Two cylinders, one cappped.
4- Face mapping, every single polygon has the map.
5- Mapped so single image stretches roun the pot. I did this with face mapping, but could be done by adjusting UV co-ords to stretch image out and around.
6- A box with images opposite edges with no image overlapping the sides.

And finally this was quite a complex combination of 2 layers, using masks to create clouds.
I feel this will be useful for the smoke effect of the damaged X-Wing.

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