I ndonesian
A ssociation of
A nimators
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Texture MappingAs we know there are couple of ways to apply texture to your model. They
are basically planar, cubic, cylindrical, spherical and UV texture mapping.
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Planar Mapping Method (figure 1) Imagine if we have a picture and putting it into frame. This method works very well with flat surface, and since it is the most straight forward of all of the mapping methods, it is easily apply on organic surfaces too.
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Cubic Mapping Method (figure 2) If we arrange six of the planar map in shape of a cube then you will have a cubic mapping. Usually it is used to simulate a reflection in an environment.
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Cylindrical Mapping Method (figure 3) This method allows us to take an image map and warp it around a preferred axis (either X, Y or Z in Euler coordinate system). Imagine if we have a sticker and placing it around a Coca-Cola can. But of course on some of models like creature, this mapping may have a draw back. Most creature are rarely cylindrical, they have bumps and bends, which will stretch the texture on several spots.
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Spherical Mapping Method (figure 4) As the name implies, imagine if we have an image of earth and apply it to a ball than you will have a globe. But since sphere will have 2 poles than you will see that there will be pinching of texture at the pole position, unless that you have solid color at the top and bottom (like the ice continent on North and South Pole).
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UV Mapping Method (figure 5) This
is the most difficult mapping method to understand, but it has great advantage
on texturing an organic shape. |
Daniel Harjanto <misterdi@cbn.net.id>
Director of D.O.T
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