Texturing a human head.

 

by Manny Papamanos      manny@softimage.com

 

 

There are new features here implemented in XSI 2.0 only.

Select Get>Primitive>Face_man.

Select the model and in the render module, use  get>texture>image and select this image of Mark Schoennagel (XSI demo artist) that you must copy locally.

(right-click on link below and use save target as:)

http://www.finalgathering.com/tut/texture/mark2.pic

 

Click new on the texture projection and select the XY planar projection.

 

 

 

 

 

Call the texture editor from any of the 4 viewport's view selector and hit update. This will display the object's coordinates with the texture.

 

 

 

 

 

In Poligon mode, select all the polys (ctrl+a) and hit update on the texture editor. Translate all the sampled points on the side by selecting t on the texture editor, right mouse dragging will translate the points on x.

 

 

 

 

 

 

 

 

 

 

Deselect all the points by using Select>deselect_all in the TE. Select the points that will be mapped to the xy projection in the front of the face from the right view. (t) is the shortcut.

Note: You may also use the z+ icon in the TE for front raycast selection.

 

 

 

Move and scale the points to match the texture, you may even use proportional setup from the main command area.

 

 

 

 

 

 

 

 

For viewing purposes, increase the global ambiance to 1 for RGB so that the texture seems shaded in constant on the object.

 

Select the points that are not on the texture and scale them negatively (select S on the TE and right mouse drag) so they overlap the points on the other side, you may also need to translate.

 

 

 

 

Select the points on the rest of the head notice that they must be projected from another angle so that they look well mapped therefore we will invoke a YZ World subprojection.

 

 

 

Translate and scale them as desired.

 

 

 

Select the points that must be joined and use the collapse tool on the TE.

 

 

 

 

 

 

 

Continue collapsing the points until they are all joined. You may want to increase the mesh subdivision level for smoother results by simply clicking +/- on the numeric keypad.