Week 3 - Texturing
Week 3 - Texturing and UVs
What have I learned?
This week I learnt how to texturise a polygon by using a variety of different materials that give different appearances as well as adding my own custom textures. In order to use custom textures I also had to practise using the UV editor.
- Lambert: Default material, no light reflection/clay like.
- Phong: Reflective, Shows light/highlights. Used as plastic.
- Blinn: Metallic Material.
- Ramp: Shading/blending colours. (Rainbow effect)
I first tested using materials on Cube Polygons.
The first task was to model a 3D die. I created a variety of dice in terms of shapes and material. The black die was created with custom textures. Using Photoshop I created my own .png of a die template and applied it as a texture over the cube polygon.
When applying a custom texture it will most likely not cover the polygon or will have mistakes. It's important to edit the UV of the polygon. UV editor will break the polygon down to show how the texture is covering it. For a simple cube polygon the UV editor breaks it down as a simple box template, making it very simple to adjust the template over the texture with simple scaling and moving tools.




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