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ofp:modeling:tut_sphericalgizmo [2016/11/04 20:38] – moved images from nekromantix to this domain. snakemanofp:modeling:tut_sphericalgizmo [2024/07/31 16:22] (current) – links added. snakeman
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-====== Spherical Gizmo Mapping ======+====== OFP Spherical Gizmo Mapping ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]] 
 + 
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
  
 **Spherical Gizmo Mapping Tutorial** by remcen aka hottentotten mike **Spherical Gizmo Mapping Tutorial** by remcen aka hottentotten mike
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 The Problem The Problem
  
-We want to map this cap: +We want to map this cap:
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_old_o2.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_old_o2.jpg }}
  
 there are two options: there are two options:
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 In the O2 windows from each side, bit by bit, indicated by the blue arrows in this pic: In the O2 windows from each side, bit by bit, indicated by the blue arrows in this pic:
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_old_map.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_old_map.jpg }}
  
 The red lines show the borders between the individually mapped areas, thus the ugly joints where the parts of the textures don't fit together. The red lines show the borders between the individually mapped areas, thus the ugly joints where the parts of the textures don't fit together.
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 The respective texture used looks like this: The respective texture used looks like this:
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_old_tex.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_old_tex.jpg }}
  
 How do we circumvent these two faults of flat mapping? How do we circumvent these two faults of flat mapping?
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 Here's a picture to illustrate it Here's a picture to illustrate it
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_new_mapo2.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_new_mapo2.jpg }}
  
 The blue arrows symbolize again the direction of the mapping process. For this reason it should be clear that the texture used must make allowance for that. The blue arrows symbolize again the direction of the mapping process. For this reason it should be clear that the texture used must make allowance for that.
  
-The texture now looks like this: +The texture now looks like this:
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_new_tex.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_new_tex.jpg }}
  
-As you see it looks like the cap from all angles at the same time. +As you see it looks like the cap from all angles at the same time.
  
 Now... How do we apply that texture to the cap properly with the Gizmo tool? Now... How do we apply that texture to the cap properly with the Gizmo tool?
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 Here's a simple example: Here's a simple example:
  
-{{ http://pmc.editing.wiki/images/Remcen_sphere.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_sphere.jpg }}
  
 I created this sphere and want a texture (for this test i used a texture of a wheel) to be applied to it by using gizmo mapping. I created this sphere and want a texture (for this test i used a texture of a wheel) to be applied to it by using gizmo mapping.
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 Select "Speherical (one sing.)" (sic!) and move the arrows to the centre of the sphere (if it isn't already there): Select "Speherical (one sing.)" (sic!) and move the arrows to the centre of the sphere (if it isn't already there):
  
-{{ http://pmc.editing.wiki/images/Remcen_sphere_mapo2.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_sphere_mapo2.jpg }}
  
 If you click on "Preview" or "OK" you can see the result in Buldozer, the whole texture is wrapped around your sphere. If you click on "Preview" or "OK" you can see the result in Buldozer, the whole texture is wrapped around your sphere.
  
-{{ http://pmc.editing.wiki/images/Remcen_sphere_map.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_sphere_map.jpg }}
  
 As you see the centre of the texture will be applied where the bottom of the green arrow is - or in other words, the texture will be wrapped around the sphere according to the direction of the green arrow. As you see the centre of the texture will be applied where the bottom of the green arrow is - or in other words, the texture will be wrapped around the sphere according to the direction of the green arrow.
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 The more common application is to texture tank turrets, caps, helmets, heads, etc - in short: The more common application is to texture tank turrets, caps, helmets, heads, etc - in short:
  
-Hemisphere-shaped objects. +Hemisphere-shaped objects.
  
 The problem is, how do you control the size of the virtual sphere from which the selected area is mapped? The problem is, how do you control the size of the virtual sphere from which the selected area is mapped?
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 **b) ... and in particular...** **b) ... and in particular...**
  
-The key to mapping hemispheres is not the size of the arrows of the Gizmo tool. Of course, you can map a hemisphere as if it was a sphere and therewith waste half of the texture. But we can influence the parts of the texture which is used to map the selected area. +The key to mapping hemispheres is not the size of the arrows of the Gizmo tool. Of course, you can map a hemisphere as if it was a sphere and therewith waste half of the texture. But we can influence the parts of the texture which is used to map the selected area.
  
 Let's come back to the example of the cap from the beginning of the tutorial: Let's come back to the example of the cap from the beginning of the tutorial:
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 We start by selecting the area to be mapped: We start by selecting the area to be mapped:
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_new_o2.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_new_o2.jpg }}
  
 Then we open the Gizmo tool, select Spherical Gizmo Mapping and the texture. Then we open the Gizmo tool, select Spherical Gizmo Mapping and the texture.
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 If we now would move the Gizmo arrows to the centre of the sphere, which would be the middle of the lower edge of the cap, the whole texture would be wrapped around the cap and as said above only the part in the middle would appear on the cap. If we now would move the Gizmo arrows to the centre of the sphere, which would be the middle of the lower edge of the cap, the whole texture would be wrapped around the cap and as said above only the part in the middle would appear on the cap.
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_new_mapfalse.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_new_mapfalse.jpg }}
  
 The only way to influence the size is the used parts of the texture: The only way to influence the size is the used parts of the texture:
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 Use the four UVmap fields above the Gizmo texture window to adjust the covered texture area. Use the four UVmap fields above the Gizmo texture window to adjust the covered texture area.
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_new_mapo2_2.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_new_mapo2_2.jpg }}
  
 Experiment with the sizes, however you'll see that dimensions ±0.450 to ±0.550 will fit best. In the end it depends on your model. Experiment with the sizes, however you'll see that dimensions ±0.450 to ±0.550 will fit best. In the end it depends on your model.
  
-{{ http://pmc.editing.wiki/images/Remcen_cap_new.jpg }}+{{ https://pmc.editing.wiki/images/Remcen_cap_new.jpg }}
  
 Our example cap now looks like this: as it should be! Our example cap now looks like this: as it should be!
 +
ofp/modeling/tut_sphericalgizmo.1478291931.txt.gz · Last modified: 2016/11/04 20:38 by snakeman

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