CompuServe Thread

#mappings

6 messages in this thread
#51294From: Steven LeeJul 26, 1993 10:49 PM
What would be the best way to go about applying complex texture maps onto your 3D mesh. This is ambiguous.. okay, for example, if you've seen the stereo set GIF or the chip set GIF uploaded by Kurt and Chris, you notice all the little labels of text and things all over the front panel (on the chipboard too).. well, what is the *best* way to achieve all that mapping? Is it best to use one big GIF that covers all the labels on the front panel and hope that it all matches up with the 3D mesh (for buttons and things).. or is it best to use dozens of little 2D "labels" that have full opacity and texture on and where you can move around to any location but would probably increase rendering time because of the transparency aspect. — Steve
#51363From: David RhotenJul 27, 1993 10:31 AM
>>Is it best to use one big GIF that covers all the labels on the front >>panel …. NO! I've found from experience that you don't want to use big texture maps if you can avoid it. I had an interior courtyard whose walls were going to be covered with an accoustical material. As those walls were an collection of exterior walls of four different buildings (we were enclosing the courtyard), non of them were uniform, and the facades themselves didn't have a decent repeat. So, I made as-big-as-I-could bitmaps at 1024 res in AAP of the tilejoints and window openings. Well, swap-city! Say the four maps were 1024×300 CELs or something. 3DS uses height x width x 3 bytes for each map definition, so 4x1024x300x3 = 3.6Mb just for my wall maps! This was my first 3DS project, and I only had 16Mb RAM, and the floor was multi-level polished travertine, so I had some flat reflection maps (eating up another large memory chunk), etc. Not fun. I've since meant to go back and model those walls, but…. Dave
#51370From: Yost GroupJul 27, 1993 10:57 AM
I'd say a single map is best. I've seen Jamie do it by networking two computers, one with 3ds and one with AniPro. He renders the scene with the mapped material, then loads the material bitmap in AniPro, edits the pixels, saves the bitmap back out to the shared directory, and then re-renders the scene until he gets exactly what he wants. The nice thing is, once you've got the mapping coords. and material assigned, you don't have to touch them–all you need to do is update the bitmap and re-render. If you're doing this on a single machine, set your paint program into the Program menu in 3ds and shell out to it. – Jack
#51448From: Jul 28, 1993 2:34 AM
Jack: >> set your paint program into the Program menu in 3ds and shell out to it. FYI, Truevision TIPS works extremely well for this! And if it's used on a dual monitor system, you can render a frame as your map to your Targa or Vista, shell to TIPS (it doesn't clear the frame buffer on entry!) and adjust it, then save it and exit right back to 3DS with no time lost! Greg Pyros
#51481From: Yost GroupJul 28, 1993 10:33 AM
Good tip, Greg. – J
#51372From: Brian Rudolph [Adesk]Jul 27, 1993 11:27 AM
Steven, It all depends on the model and the type of mapping that you are going to apply. In the case of something like a computer chip, which is all one face, it is fairly easy to take one texture map and apply it over the whole surface. In the case of a stereo with all the buttons, each of the buttons are a uniqe object or element, and as such have their own material and texture mapping assigned to them. -Brian