Graphics Reference
In-Depth Information
Instructions :
Open alignment illusion fi le.
Turn off work lights layer.
Add lights, one by one, making render tests between each one until the render is
satisfactory.
Criteria :
Lights are controlled so that lights and shadows don't highlight misaligned objects.
3D structures are well-defi ned by scene lighting
Lighting is as photo-realistic as possible
Render is aesthetically appealing
NURBS Modeling 1: Patch Layout
Project type : Homework and workshop
Time limit : Two class periods
Supplies/materials required :
Complex organic model with disorganized edge pattern (provided by institution)
Instructions :
• Use a 3D paint tool to paint a patch layout on the model. Keep in mind that you
are not drawing poly quads but NURBS patches. This means you will have a
much smaller number of patches than polygons.
• The model should already have a texture and shader applied for you to paint. If
the texture path doesn't work, either reassign the texture manually, or use a new
one that is 1,024 × 1,024 and fl ood fi lled a solid white.
• Label each quad with a unique number, “1, 2, 3, 4, …”
• Label each edge of each quad “U1, U2, V1, and V2”. ONLY use these codes.
The U1 and U2 must be opposite each other and the V1 and V2 must be opposite
each other.
• Create a topology map of your model as an image fi le, preferably made in a vec-
tor drawing program.
• This drawing will have all quads from the patch layout on the 3D model con-
verted to perfect squares of the same size.
• All quads in this drawing will be labeled with numbers and letters to match the
3D patch layout
Highlight all coincident edges of seams with a unique color and an alphanumeric
code of the following format, “S01, S02, S03…” where the “S” stands for “seam”
and the number is the number of the seam.
Goal :
All edge intersections should be as close to a 90° angle as possible.
No triangles or n-gon shapes allowed anywhere for any reason.
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