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Texturing a
human head.
by Manny Papamanos manny@softimage.com
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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.
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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.
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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.
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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.
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Move and scale the points to match the texture, you may even use proportional setup from the main command area.
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For viewing purposes, increase the global ambiance to 1 for RGB so that the texture seems shaded in constant on the object. |
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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. |
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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. |
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Translate and scale them as desired. |
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Select the points that must be joined and use the collapse tool on the TE. |
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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.
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