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Project 2D texture maps onto surfaces.
Type:
Tutorial
Length:
8 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:03
We're now about ready to apply some texture maps onto surfaces.
00:08
It's important to know that even if the C
00:11
AD document originally had textures or decals,
00:15
those are not saved
00:17
when the document is exported out to, for example, a step file.
00:21
So there's no way to actually preserve
00:24
any of the decals that were in the original C AD document.
00:28
That means it's the visualizer's job to recreate that if it already exists,
00:32
to facilitate the process of assigning materials
00:35
to parts of objects,
00:37
we want to break the object apart and detach certain surfaces.
00:42
That's just way easier than using a multi sub
00:45
object material.
00:47
And to illustrate that
00:48
I can get a little bit closer in
00:50
the perspective view with control alt and middle mouse
00:53
and display edges on selected objects.
00:56
If I select that chassis object,
00:58
we can't really see very well because it's black,
01:01
but we can enable the display of edged faces on selected objects
01:06
that's done in the viewport menu.
01:09
The rightmost menu here is the so called per view preference menu.
01:13
It's currently labeled default shading,
01:15
click on that
01:16
and choose display, selected
01:18
display selected with edged faces.
01:22
And now the selected object shows wire frame superimposed over shading.
01:26
So here's an area for a logo. I want that to be a separate material
01:30
than the surrounding area
01:33
also. Likewise with this down here, which is the model number.
01:37
So I'll just detach those surfaces to separate objects.
01:40
With that chassis selected
01:42
go up into the modify panel
01:45
in the body object parameters.
01:46
We want to open up the section labeled object parameters
01:50
and we want to be in face selection mode
01:54
and then select the face that we want to detach
01:58
and click detach
02:00
that's saved out to a separate object.
02:02
We want to do the same for this area down here.
02:06
We'll need to go back into face selection mode,
02:08
select that face
02:10
and again detach,
02:12
then we want to rename those objects. So click off to select nothing,
02:17
select the logo object and rename it, logo,
02:22
select the model number object
02:25
and rename it
02:26
model number.
02:28
There's another service I want to detach, which is the L CD screen.
02:32
It's actually part of the display frame object.
02:35
So I'll navigate with the middle mouse button,
02:37
select this frame
02:39
and just isolate it. We can click on the isolate selection button
02:43
and we want to detach this central area here which
02:46
is going to be the L CD display screen.
02:48
Once again, go into face selection mode,
02:51
select that face,
02:52
click detach,
02:55
select the object
02:56
and rename it,
02:57
display L CD.
03:01
OK. We can exit out of isolate selection mode
03:04
and we want to make sure that the objects we've recently detached
03:08
are in the correct layers and also in the correct animation hierarchy.
03:12
So open up the layer explorer
03:14
and we see display L CD logo and model number,
03:18
select those with the control key,
03:20
drag them over into the radio layer.
03:23
Now they're in the proper layer,
03:25
they also need to be parented to the radio helper.
03:28
So we can open up the scene explorer
03:31
and those selected objects are not Children of the radio helper.
03:34
We can just drag them over on top of the radio helper
03:37
and now they've been parented.
03:40
OK. We can verify that
03:41
we can close that scene explorer
03:44
and just make sure that the parenting is correctly done.
03:47
We can select our radio helper
03:50
in the perspective view,
03:52
select it,
03:54
grab the rotate tool
03:56
and we can rotate in any viewport
03:58
just to make sure that all those objects are parented.
04:01
Very good.
04:02
I'll restore the rotations to neutral, just setting them all to zero.
04:06
And now we're ready to apply a UV
04:08
W map
04:10
to facilitate that.
04:11
We're going to select a whole bunch of objects and apply
04:13
a single UV W map modifier to all of them.
04:17
So we'll go back to select object.
04:20
And in the layer explorer, I want to select the L CD screen,
04:24
it's going to be a little bit difficult to select that
04:26
in the viewport because it's hiding behind a piece of glass
04:30
So open up the radio layer,
04:32
scroll down and select display L CD
04:35
and we can select the remainder of the objects directly in the viewport
04:40
with focus on the perspective view. Let's maximize it with halt W
04:44
and we can go around and select all the other objects that we want to map.
04:48
Starting from this big button here.
04:50
Hold down control and select that.
04:53
Then we have two buttons on either side here.
04:56
you've got the logo,
04:59
all 16 of these lower buttons,
05:03
you can see we're selecting those and they're highlighting in the layer explorer.
05:08
And finally this model number object down here
05:10
controls, select that as well.
05:13
We've got 22 objects selected. We can see that here in the modified panel.
05:17
Now we're ready to add the UVW map modifier.
05:20
So from the modifier list, scroll down
05:24
and choose
05:25
UVW map.
05:27
And if we orbit or tumble with halt and middle mouse,
05:30
there is a Gizmo here
05:32
but it's not aligned correctly.
05:35
So the mapping Gizmo is aligned to the Z axis.
05:38
Let's switch that over to the Y axis.
05:41
And we can make that a little bit easier to see
05:43
by opening up the UVW map modifier, subj object types,
05:48
select the Gizmo
05:50
and then with the move tool active, just
05:52
move it out in the Y axis.
05:54
There's our mapping Gizmo,
05:57
let's change up the width and height,
05:60
set them bold to a value of 10 centimeters.
06:04
And now that's very large. It's actually larger than it needs to be.
06:08
If we orbit around. Once again,
06:11
it's not just the area covered by all these objects,
06:14
but it's got a wide margin around it.
06:16
But that's ok
06:18
because we don't need to worry about wasting bitmap resolution in this case
06:23
because I'm going to be using a vector graphic.
06:26
And in that case,
06:27
we don't have to worry about resolution at all.
06:29
It's actually more important that this is a square and
06:32
that makes it easier for us to keep our sanity.
06:35
We just want to make sure that the Gizmo is in the right position
06:39
with that Gizmo selected
06:41
and the move tool active down here, we see
06:43
it's at an X position of zero.
06:46
The Y position doesn't actually matter
06:48
because it's projecting at right angles to this plane.
06:52
So changing the Y position
06:54
doesn't actually change the mapping coordinates.
06:57
The Z position is currently 4.785
07:02
in order to match the exercise files. Exactly.
07:05
I'm going to increase this a little bit to
07:10
It just came about from the positioning that I used when
07:13
I originally created the texture maps we'll be using later.
07:17
All right,
07:17
we've got our UVW mapping applied on to all
07:19
the objects that are going to need a texture.
Video transcript
00:03
We're now about ready to apply some texture maps onto surfaces.
00:08
It's important to know that even if the C
00:11
AD document originally had textures or decals,
00:15
those are not saved
00:17
when the document is exported out to, for example, a step file.
00:21
So there's no way to actually preserve
00:24
any of the decals that were in the original C AD document.
00:28
That means it's the visualizer's job to recreate that if it already exists,
00:32
to facilitate the process of assigning materials
00:35
to parts of objects,
00:37
we want to break the object apart and detach certain surfaces.
00:42
That's just way easier than using a multi sub
00:45
object material.
00:47
And to illustrate that
00:48
I can get a little bit closer in
00:50
the perspective view with control alt and middle mouse
00:53
and display edges on selected objects.
00:56
If I select that chassis object,
00:58
we can't really see very well because it's black,
01:01
but we can enable the display of edged faces on selected objects
01:06
that's done in the viewport menu.
01:09
The rightmost menu here is the so called per view preference menu.
01:13
It's currently labeled default shading,
01:15
click on that
01:16
and choose display, selected
01:18
display selected with edged faces.
01:22
And now the selected object shows wire frame superimposed over shading.
01:26
So here's an area for a logo. I want that to be a separate material
01:30
than the surrounding area
01:33
also. Likewise with this down here, which is the model number.
01:37
So I'll just detach those surfaces to separate objects.
01:40
With that chassis selected
01:42
go up into the modify panel
01:45
in the body object parameters.
01:46
We want to open up the section labeled object parameters
01:50
and we want to be in face selection mode
01:54
and then select the face that we want to detach
01:58
and click detach
02:00
that's saved out to a separate object.
02:02
We want to do the same for this area down here.
02:06
We'll need to go back into face selection mode,
02:08
select that face
02:10
and again detach,
02:12
then we want to rename those objects. So click off to select nothing,
02:17
select the logo object and rename it, logo,
02:22
select the model number object
02:25
and rename it
02:26
model number.
02:28
There's another service I want to detach, which is the L CD screen.
02:32
It's actually part of the display frame object.
02:35
So I'll navigate with the middle mouse button,
02:37
select this frame
02:39
and just isolate it. We can click on the isolate selection button
02:43
and we want to detach this central area here which
02:46
is going to be the L CD display screen.
02:48
Once again, go into face selection mode,
02:51
select that face,
02:52
click detach,
02:55
select the object
02:56
and rename it,
02:57
display L CD.
03:01
OK. We can exit out of isolate selection mode
03:04
and we want to make sure that the objects we've recently detached
03:08
are in the correct layers and also in the correct animation hierarchy.
03:12
So open up the layer explorer
03:14
and we see display L CD logo and model number,
03:18
select those with the control key,
03:20
drag them over into the radio layer.
03:23
Now they're in the proper layer,
03:25
they also need to be parented to the radio helper.
03:28
So we can open up the scene explorer
03:31
and those selected objects are not Children of the radio helper.
03:34
We can just drag them over on top of the radio helper
03:37
and now they've been parented.
03:40
OK. We can verify that
03:41
we can close that scene explorer
03:44
and just make sure that the parenting is correctly done.
03:47
We can select our radio helper
03:50
in the perspective view,
03:52
select it,
03:54
grab the rotate tool
03:56
and we can rotate in any viewport
03:58
just to make sure that all those objects are parented.
04:01
Very good.
04:02
I'll restore the rotations to neutral, just setting them all to zero.
04:06
And now we're ready to apply a UV
04:08
W map
04:10
to facilitate that.
04:11
We're going to select a whole bunch of objects and apply
04:13
a single UV W map modifier to all of them.
04:17
So we'll go back to select object.
04:20
And in the layer explorer, I want to select the L CD screen,
04:24
it's going to be a little bit difficult to select that
04:26
in the viewport because it's hiding behind a piece of glass
04:30
So open up the radio layer,
04:32
scroll down and select display L CD
04:35
and we can select the remainder of the objects directly in the viewport
04:40
with focus on the perspective view. Let's maximize it with halt W
04:44
and we can go around and select all the other objects that we want to map.
04:48
Starting from this big button here.
04:50
Hold down control and select that.
04:53
Then we have two buttons on either side here.
04:56
you've got the logo,
04:59
all 16 of these lower buttons,
05:03
you can see we're selecting those and they're highlighting in the layer explorer.
05:08
And finally this model number object down here
05:10
controls, select that as well.
05:13
We've got 22 objects selected. We can see that here in the modified panel.
05:17
Now we're ready to add the UVW map modifier.
05:20
So from the modifier list, scroll down
05:24
and choose
05:25
UVW map.
05:27
And if we orbit or tumble with halt and middle mouse,
05:30
there is a Gizmo here
05:32
but it's not aligned correctly.
05:35
So the mapping Gizmo is aligned to the Z axis.
05:38
Let's switch that over to the Y axis.
05:41
And we can make that a little bit easier to see
05:43
by opening up the UVW map modifier, subj object types,
05:48
select the Gizmo
05:50
and then with the move tool active, just
05:52
move it out in the Y axis.
05:54
There's our mapping Gizmo,
05:57
let's change up the width and height,
05:60
set them bold to a value of 10 centimeters.
06:04
And now that's very large. It's actually larger than it needs to be.
06:08
If we orbit around. Once again,
06:11
it's not just the area covered by all these objects,
06:14
but it's got a wide margin around it.
06:16
But that's ok
06:18
because we don't need to worry about wasting bitmap resolution in this case
06:23
because I'm going to be using a vector graphic.
06:26
And in that case,
06:27
we don't have to worry about resolution at all.
06:29
It's actually more important that this is a square and
06:32
that makes it easier for us to keep our sanity.
06:35
We just want to make sure that the Gizmo is in the right position
06:39
with that Gizmo selected
06:41
and the move tool active down here, we see
06:43
it's at an X position of zero.
06:46
The Y position doesn't actually matter
06:48
because it's projecting at right angles to this plane.
06:52
So changing the Y position
06:54
doesn't actually change the mapping coordinates.
06:57
The Z position is currently 4.785
07:02
in order to match the exercise files. Exactly.
07:05
I'm going to increase this a little bit to
07:10
It just came about from the positioning that I used when
07:13
I originally created the texture maps we'll be using later.
07:17
All right,
07:17
we've got our UVW mapping applied on to all
07:19
the objects that are going to need a texture.
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