Graphics Reference
In-Depth Information
Whatever texture decisions you make will affect how the model is built. This is
why it is useful to create a design document in advance that considers the texture
solution at the same time as the structural design is contemplated.
11.6
Conclusion
Part of the reason you need to take great care when texturing the objects in your
scene is that you don't want to have textures that fi ght with your lighting. As
described earlier, shadows in maps may not agree with shadows cast by lights in
your scene, color temperature of scene lights and maps may be different, and other
baked-in effects will cause your textures to draw attention to them in an unwelcome
manner. After you have made your textures and they are clean and accurately repre-
sent the information they are meant to contain, it is time to light your scene. Without
lights, you won't be able to see anything, but just like textures, any old lights won't
do. You'll need to control them very carefully.
11.7
Exercise: Alignment Illusion Part 6
At this stage of your project, you should have a well-made polygonal model that is
a good likeness of the source image. The model has been checked for errors and all
known errors have been fi xed. Texture coordinates have been added to the object
and edited so that they are clean, logical, well-packed, and undistorted.
Now, you should texture the model. Before you do, you will have to analyze the
model and decide how you want to texture it. This is very important because you
may fi nd that you must edit the geometry and the UVs to match your plan. It is
likely that you will have to make some adjustments related to the texture plan, so
look for opportunities to do this.
The primary goal of this project is to produce an appealing high defi nition
resolution render. However, an alternate project is also described, to give read-
ers an opportunity to see the difference between real time texture solutions and
pre- rendered texturing.
11.7.1
Texture for Pre-rendered Images
After deciding on any changes needed for your model, including the construction of
either high or low resolution geometry needed to make displacement or normal
maps, you should make those changes before continuing.
• Figure out how many shaders you will need and make them. Assign them at the
face or object level, whichever is appropriate. The number of shaders will probably
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