#Mapping & Skining IPAS?
6 messages in this thread
I've been thinking about buying the skinning IPAS, but I have a
question first! How does this IPAS work with mapping? Does it
somehow wrap any bitmap around the object? How can the mapping be
controled?
<< How does this IPAS work with mapping? >>
Skinned objects are mapped just as when using lofted mapping
coordinates, and cannot be mapped at the face level. As with lofted
mapping coord's, you can adjust mapping parameters from the dialog in
the Materials Editor. By applying a reference grid and rendering
reference views, you can create very precise maps in a paint program.
>grid/reference views
how many views do you use? 3? (f/t/r) or is it object dependent?
is there a good reference grid available? Is it in the CD, or did you make it?
Thanks,
JNJ
Well, the # of rendered views really depends on what you're trying to
do, but for anything complex, I'll map the reference grid and render
Top/Bottom, Sides, Front/Back and then some others tightly zoomed-in
on areas of interest. I made mine using a color-coding concept, in
fact I uploaded it here as Grid.zip I believe, but I don't think
anyone but me liked it <g>. The object of course is to apply whatever
grid scheme you want, load the rendered views into say F/D Painter
X/2 for reference, then use the grid as an onion skin reference
(translucent overlay) to create the actual map. I used this method on
the Cowboy.gif head model uploaded to the library here, and David
Stinnett used his grid to do those super models he's uploaded
renderings of here as well. I'm sure lot's of people do the same.
BILL
Bill,
<< Grid.zip I believe, but I don't think anyone but me liked it <g> >>
I liked it. <g>
jonas[adesk]
Well I'll be dammned – thanks Jonas <g>.
BILL