| Adding an Image Mapping |
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Open the athlete_03.gmax scene.
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Select and zoom in on the leye object.
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Open the Material Editor and the Material Navigator. Click on the eyeball
sub-material
then click on the Maps button.
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Next click on the Map button in the Diffuse Color row.
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This opens a new instance of the Material Navigator. Now double click
on the
Bitmap box which will open a Windows Explorer type window so you can navigate
to where your image file is.
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Remember back in part one we put the eyes.jpg image in the C:\Gmax\Maps\
directory.
Navigate there and select the file then click on the Open button.
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Name the map to eyeball_texture and notice that the Material Navigator
is updated
again.Click on the checkered cube to "turn it on" then on the
Up Level arrow.
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As you can see, the leye object is no longer white as the texture is now
defininng the
color but it doesn't look right. That is because we need to map the polygons
to
specific parts of the bitmap... in other words line the bitmap up. With
the leye object
still selected, click on the Modify tab then the Modifier List and scroll
down to the UV
Coordinate Modifiers group and select the UVW Map modifier.
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Make sure the Back viewport is active by right clicking on it once if
it is not already
selected. Click on the + sign to expand the UVW Mapping tree and select
the Gizmo.
Be sure the Planar radio button is selected under the Parameters >
Mapping heading.
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Scroll down to the Alignment section and click on the View Align then
the Fit buttons.
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Next add a Unwrap UVW modifier. This allows fine tuning of the mapping.
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As you can see, the verticies of the object are represented by what are
called handles,
the little white boxes here. By selecting these handles, either individually
or in groups,
you can move, scale and rotate the mapping to fine tune it. Also if you
are working on
a map where it is difficult to see the handles or polygon edges, you can
change their
colors by clicking on the icon just to the left of the eyeball_texture
name drop down
box.
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This is how my mapping looks after moving the handles around.
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With the mapping tweaked the way I want it, I Collapse the stack. Repeat
the process for the reye object. When you are finished, save as athlete_04.gmax.
In part 4, we will apply a sub-material to sub-objects of a larger mesh
object.
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| Part 4 |
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