UV2UV : the UV based texture morphing tool by Spacymen
UV2UV : the UV based texture morphing tool by Spacymen

Texturing from scratch


In this tutorial we will explain how to texture an object using multi projection modes.

This tutorial has been made to explain the process. We have spent a very short time on the quality of our object and texture to focus on the principle. Therefore you should be able to obtain much better results if you spend more time on the texturing part (2D editor).

The object used for this tutorial has been decimated down to about 38.000 polygons and converted to an .Obj file before we start texturing.

This tutorial requires the use of UV2UV, UV Mapper, and a 2D image editor that manages layers.

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STEP 1 : Create a "Planar" map using UV Mapper

First of all rename your object to "Head_Before.obj".
Actually the object has no texture nor texture map. So the first thing to do is to create a texture map.


We are going to use UV Mapper for that :

  • load your object
  • create a "Planar" UV map :
    • template size 1024
    • no splitting
    • on Z axis
  • you should get something like the picture on the right
  • save the object as "Head_plan.obj"
  • save the template as "Planar.bmp" (size 752x1024)
Planar projection

 

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STEP 2 : Create the face texture using a 2D image editor

 

  • Load "Planar.bmp" (it should look like the picture on the right. If not, maybe you didn't save in the correct size...)

  • Copy your texture on top layer

  • Deform until it fits the template as best as possible

  • Save as "Head_plan.bmp" (right picture on mouse over)
switch between texture and mask
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STEP 3 : Check your object using a 3D software

 

  • Apply "Head_plan.bmp" as a texture for "Head_plan.obj" (see how)

  • Load "Head_plan.obj" in a 3D package and check how the texture fits

  • Return to STEP 2 for adjustments if needed

Check the texture on the sides of the head : it's all stretched due to the planar projection mode.

We need another projection on sides for further texturing.

check the texture on the sides of the head
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STEP 4 : Create a "Cylindrical" UV map using UV Mapper

Now we need to texture the sides of the head.

The "Cylindrical" projection is well suited for that task.

We are going to use UV Mapper for that :

  • create a "Cylindrical" UV map :
    • template size 1024
    • on Y axis

  • you should get something like the picture on the right


  • save the object as "Head_cyl.obj"


  • save the template as "Cylinder.bmp" (size 2048x1024)
Cylindrical projection


 

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STEP 5 : Create a "Cylindrical" texture using UV2UV

INPUTS SETTINGS

  • Load "Head_plan.obj" as Source .OBJ
  • Load "Head_cyl.obj" as Target .OBJ
  • Load "Head_plan.bmp" as Source texture

OUTPUTS SETTINGS

  • Create "Head_cyl.bmp" as Target texture
  • Choose a bitmap size (2048x1024)
  • Create "Head_final.obj"
  • Create "Head_final.mtl"

CONFIRM & RENDER : you should get something like the picture on the right



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STEP 6 : Create the profiles texture using a 2D image editor

  • Load the template "Cylinder.bmp"
    (it should look like the picture on the right)

  • Copy "Head_cyl.bmp" on top layer

  • Copy your profiles texture on top layers

  • Deform them until they fit the template as best as possible

  • Save as "Head_final.bmp"
    (right picture on mouse over)
switch between the template and texture

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STEP 7 : Check your object using a 3D software

  • Load "Head_final.obj" in a 3D package and check how the texture fits

  • Return to STEP 6 for adjustments if needed

Check the texture on the sides of the head : it looks much better than in step 3 now !


Conclusion :
You can sequentially apply as many projection modes as you need.
In the next tutorial, we'll see how to improve this technique to post-edit an existing texture even when it's in a AUV tile format !

check the texture on the sides of the head
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