UV Layout continued



Banana Tutorial (3d Texture Painting in Photoshop)

( Y:\Courses\2017-2018\AC7001_VitaAU17\Resources\Polygons\UVs\ banana\banana_low_poly.mb)

1. Use Paint Selection tool and Create/Sets/QuickSelectSet to isolate faces for UV shells.
2. Use Create UVs/Planar Mapping (Fit Projection to Best Plane option) to create UV shells for all sides of the banana. After making each one move it to the side, away from 0 to 1 UV space so that it doesn't overlap the subsequently created shell.
3. In Windows/Rendering Editors/Hypershade create a Lambert, rename to BananaMat.
4. Select BananaMat and open Attribute Editor. Select checker box next to Color parameter. Pick File Texture. In the File tab go to Image, select a folder and find banana_skin.tga in Y:\Courses\2017-2018\AC7001_VitaAU17\Resources\Polygons\UVs\banana. Assign the material to the banana model.
5. In UV Texture Editor move and rotate shells to fit the image.
6. Export model as .obj. If this option is unavailable go to Windows//Settings/Preferences/Plugins Manager and check objexport.mll.
*If you don't want to have the object separated into layers based on the Quick Select Sets, you should delete them. With the object selected, go Windows/Hypergraph Connections and delete all quick select sets nodes.
7. Open Photoshop. Go to 3D/New Layer from 3D file. Import the banana model.
8. Use brush and clone tools to paint and mask the seams. You can paint directly on the model.
9. When finished masking the seams,double click on the layer called Diffuse to open texture as flat file. You can also paint there directly. Save that file as .tga or .tiff.
10. In the BananaMet Replace the existing texture file with the one you just edited.

More on Editing 3D Texture in Photoshop

Adobe Help Site article on 3D Texture Editing in Photoshop

Shorter Youtube video on 3D texture editing with Photoshop by Daniel Presedo

More detailed 3D texture Youtube video with Steven Caplin (note more tutorials from him on the same topic)

3d Fundamentals in Photoshop CC 2014

General Intro to Photoshop: Digital Tutor course list

Introduction to Photoshop brushes: Lessons 21-24 in Digital Tutors' "Your First Day with Photoshop CC".



Topology and High Resolution Modeling

General Goals for Modeling:

1. Accuracy: represent the proportions and details of the form (physical or sketched) as close as possible.

2. Visual/aesthetic impact: the model should support and contribute to the visual style of its context.

3. Efficiency: model with the lowest acceptable resolution and total number of polygons.

4. Effective Topology: flow of edges and faces in the model should accommodate surface deformation and texturing needs. This needs to be set up at a lo-poly level/stage of modeling. This often means ensuring quad topology and uniform spacing/sizing of faces.

Increasing Surface Resolution

  • Mesh/Smooth (Divisions, Continuity*)
  • Edit Mesh/Average vertices (better continuity without added divisions)
  • Mesh Display /Soften Edge (better continuity without added divisions)
  • Edit Mesh/Add divisions (adding divisions without continuity)
  • Mesh/ Smooth Proxy/Subdiv Proxy

* Continuity:
Postitional Continuity= no visible breaks/cracks in the surface
Tangential Continuity = smooth surface flow


Digital Tutors: Topology tips

Digital Tutors: Practical Skills for Optimal Topology ( at the very least check out the solutions videos)

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