| Morphography tutorials |
| Distorting a model to improve the UV mapping |
| • Main Index • Tutorial Index • |
| • Introduction |
Here's the problem. Say you have a re-entrant mesh like this sleeve, where the
puffy bit goes in on itself. A more alert modeller would have mapped this first,
before deforming it; but there may be other reasons that make this impossible
even if you are alert. I discovered I had to add facets to make the edges
work nicely, so any mapping would have been spoiled anyway.
If you try to map that as it is, there's no way to properly map the inset part.
Here's an X axis cylindrical map of the sleeve. You can see that some positions
on the map apply to two different facets - in other words, there's no way to
apply separate mapping to both the inside and outside parts of the sleeve.
A cylindrical map with caps might seem better, but in fact the cap would be a
separate area on the map, and difficult to integrate with the rest of the sleeve.
Worse, there would also be a cap formed for the other end of the sleeve, where
you don't want one. It could be sorted out by laboriously selecting vertices
and moving stuff by hand, but that would be a nightmare. Who wants that hassle?
| • A Solution |
It occurred to me that perhaps if I could stretch the sleeve
out into a shape which would map easily, I could apply that map to the original
mesh. Here's how I did it.
In your modeller, alter the mesh in whatever way is necessary to make it an
easily mapped shape, as long as you only alter the vertex positions. Don't
add to or take away from the mesh. Here, I've pulled the cuff part out from
within the sleeve, and straightened out the puffy part.
Bring the altered sleeve into UVMapper and map it. A cylindrical map along the
X axis, without caps, is right for this now. It also improves the mapping if
you rotate the model around the Y axis beforehand, so that the major axis of
the sleeve is as near as possible to the X axis. Export UVs for this part -
there's no need to save the mapped mesh, but you may want to keep it in case
you need to try different distortions.
| • Another Example |
Here's another example. The body of this same blouse model is cylindrically mapped,
which works well for the most part - but the top surfaces of the shoulders are
completely compressed on the map, making them impossible to texture accurately.
I separated the body in the same way as the sleeve example above, by deleting
the rest of the mesh within UVMapper. Instead of using a modeller, this time I
imported that into Poser and used the magnets to stretch out the upper portion.
If you do this, be careful with the import and export dialogues; uncheck all
the boxes on import, and check only "as morph target" when exporting.
I put a straight cylindrical map on that (in the Y axis this time), exported UVs,
and imported them to the original as described above for the sleeve.
Result, much improved mapping. It still isn't perfectly uniform, but
with some work it could be further improved; and at least the texture isn't
completely stretched out as it used to be.
| • Main Index • Tutorial Index • |