ofp:modeling:tut_gizmomap
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ofp:modeling:tut_gizmomap [2016/11/04 20:36] – moved images from nekromantix to this domain. snakeman | ofp:modeling:tut_gizmomap [2024/07/31 16:17] (current) – links added. snakeman | ||
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- | ====== Gizmo Mapping ====== | + | ====== |
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+ | [[https:// | ||
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+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
**Oxygen 2 Gizmo Mapping** tutorial by Ebud | **Oxygen 2 Gizmo Mapping** tutorial by Ebud | ||
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(See First 5 image links at bottom) | (See First 5 image links at bottom) | ||
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Now you see the green arrow in the gizmo window? That helps to tell where the texture is pointing. Now look in the 3d window. You want to scale down the arrow and rotate it so that the axis of the arrows in the 3d window are centered in the leg. Look at the pic to see how it was moved, scaled and rotated. To rotate, hold the cntrl key and move the mouse. To scale hold shift/cntrl and move the mouse. There are 3 pics showing this. Oh, for cylindrical wrapping of things like the leg, or a gun barrel, click the box named wrapU, and keep the dropdown box cylindric,x angle. Experiment to see what happens otherwise. The other setting are good for other things, but I haven' | Now you see the green arrow in the gizmo window? That helps to tell where the texture is pointing. Now look in the 3d window. You want to scale down the arrow and rotate it so that the axis of the arrows in the 3d window are centered in the leg. Look at the pic to see how it was moved, scaled and rotated. To rotate, hold the cntrl key and move the mouse. To scale hold shift/cntrl and move the mouse. There are 3 pics showing this. Oh, for cylindrical wrapping of things like the leg, or a gun barrel, click the box named wrapU, and keep the dropdown box cylindric,x angle. Experiment to see what happens otherwise. The other setting are good for other things, but I haven' | ||
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====== Step4 ====== | ====== Step4 ====== | ||
- | Now preview this in Bulldozer. | + | Now preview this in Bulldozer. |
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You can see from step41 you can see it's upsidedown and rotated 180degrees opposite of what we want. So go back into the gizmo window and click on mirror U. You could have went into the 3d window and just rotated the gizmo just as easily. Now hit preview. | You can see from step41 you can see it's upsidedown and rotated 180degrees opposite of what we want. So go back into the gizmo window and click on mirror U. You could have went into the 3d window and just rotated the gizmo just as easily. Now hit preview. | ||
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You can see in step42 that its now rightsideup, | You can see in step42 that its now rightsideup, | ||
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- | So now step43 and step45 have the correct size and rotation. Now preview the mapping. | + | So now step43 and step45 have the correct size and rotation. Now preview the mapping. |
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In step46, you can see the mapping has the correct angle and correct rotation. If the gizmo is off in any direction the texture will stretch and warp. Look at off1 and off2 to see how this happens. | In step46, you can see the mapping has the correct angle and correct rotation. If the gizmo is off in any direction the texture will stretch and warp. Look at off1 and off2 to see how this happens. | ||
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Well in off2 it looks better than it did when the gizmo was where it should be. But if you look at the inner thigh the pixels are really squeezed together in certain spots. This means the texture is off even if it looks fine normally. So you can see its not an exact science. It takes a good eye, lots of patience and some Photoshop skills. | Well in off2 it looks better than it did when the gizmo was where it should be. But if you look at the inner thigh the pixels are really squeezed together in certain spots. This means the texture is off even if it looks fine normally. So you can see its not an exact science. It takes a good eye, lots of patience and some Photoshop skills. | ||
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ofp/modeling/tut_gizmomap.1478291811.txt.gz · Last modified: 2016/11/04 20:36 (external edit)