Since MSU switched to Maya in the fall of 2009, these pages have not been updated
and Wobbe F. Koning moved on to Monmouth University in the Fall of 2014
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UV-Texture editing

Beautiful Clown Face

Here are the steps to take in order to texture that ugly clown

LoadImg

We've applied the texture but got nothing to show for it!

Projecting the Clown Face Projected the Clown Face

Wouldn't it be great if this were now a perfect fit! The image on the left is created using a cylindrical projection along the Y axis, scaled to X = 500mm / Y = 600mm / Z = 500mm with the position set to 0, except for Y which is set to -50mm

This is as good as it gets using standard projection methods. We need to manually adjust the testure coordinates to create a perfect fit. This means we need to use UV-Texture Coordinates Create UV coordinates

Weirdly enough the face now gets projected from the side, which is totaly silly since we used the same settings as the cylindircal projection used to create to image to the (top) left. Silly LightWave!
By editing the UV map we will fix this

Clown UV
For the folowing to work, Free Move must be selected (located at the top of th UV Texture view, see note below). And Symmetry should be off!

The viewport now displays how the points of the object get projected onto the 2D plane of the image. You can use all the modify tools to manipulate this relationship in this viewport

The option Free Move allows you to 'break point'. This means that when you select a polygon and move it, you only change the UV Coordinates for that polygon, and not those of adjoining polygons that share the same points. A point has multiple sets of UV coordinates, one set for each polygon that it is a part of. When all these sets of texture coordinates have the same values, a point is considered 'healed' (not broken)
Please note that edge points are always broken. However, if they map to values that get mapped to the same point in the image, the texture will look continuous
For instance: UV texture coordinates with a value of (.25,1) or (25%, 100%) will map to the the same point in the image as a the UV values (1.25, 1) or (125%, 100%)

Fix Overlap The mapping of the nose is still a mess, because the polygons overlap in UV texture space. We will have to untangle them. In the UV texture view, we can manipulate ponts and polygons in much the same way as in the other views, using Move (t), Drag (CTRL-t), Stretch (h), Size (SHIFT-H) and Rotate (y)

If you turn off Free Move you avoid accidentaly breaking points. Make sure to not move any of the (broken) edge points though!

An important thing to accomplish when adjust the UV map is to avoid overlap. To adjacent polygons should not occupy the same texture space (see image on the left, I turned off the display of the background image in the UV texture view in order to show the polygons more clearly)

The image below shows steps to take to untangle the UV's for the nose and place them. Note that you can select points in either the UV Texture view or the persepective. This comes in handy when two points from the object ended up being very close together in UV space and therefore hard to select in UV texture space.

Clown Nosy UV

Clown Result Now we just need to adjust the placemnt of all the other UV points on the face to get a perfect fit! The image will be stratching accross the surface. This is due to the fact that the features in the image are very differently proportioned than those of the model.

Good Luck! :)


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