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modeling + texturing problems

 
n°55
Posted on 08-15-2001 at 11:51:39 PM  answer
 

hi all,
 
I just started using IM with a testmodel, an older boxy camera.
no problems with calibration and I also get a pretty exaptable wireframe
after the \"carve and sculpt\" prozess.
 
but then:
1. I then experience little problems with moving verticles to optimise the 3d-
geometrie.  
 
2.I find it very hard though to get the right texture on the shape, when I selected
all faces and do:
 
\"Extract Plane\" >> with that I get very bad distortions always somewhere on the texture...
\"Extract Face by Face\">> get\'s me sometimes very good result on some of the faces but not on all.
                                         I then select the specific faces again from which  
                                         I\'ve got bad textures and try individually but with almost no better result - it appears
                                         as if IM takes the textures from a wrong perspective image or distorts a
                                         texture for no good reason...  
 
I hope very much that I can improve the quality of the textures and learn some tricks on that subject :)...
 
thank\'s, wolf

n°56
Posted on 08-16-2001 at 12:22:24 AM  answer
 

Hello wolf,
 
First, I would make sure your geometry is as close as possible to the real object, not necessarily in resolution, but in location of surfaces, to avoid unwanted warping.
Remember that imagemodeled geometry can look perfect from the calibrated camera but when you rotate it a little bit, it could be slightly distorted. Make sure this is not happening by tweaking your model a little bit. It\'s usually a trivial job, but will help you get perfect results and is a big factor in getting perfectly aligned textures.
The other thing you should keep in mind is the very important technique of extracting your textures from selectively chosen source images. If you right click on an image in your image panel and select properties, you will be able to control if an image is used to extract a given texture. This helps you avoid most texturing errors and also accelerates the extraction process greatly. Example: if you have 7 shots around your object, and you are going to extract the front plane faces, disable all pictures that offer little or no resolution for the front face and only select those that offer the best looking and most dense pixel information that applies to the area, that is, that show the front face as perpendicularly as possible.
Also, it\'s almost always preferable to extract image planes instead of face by face to save texture memory and for a general reduction in file complexity.
 
As for little problem moving vertices around, I don\'t know exactly what you mean by that, but the most common occurrence is when the user fails to calibrate the image with a correct coordinate system, thus when you select a point in space there\'s no real axial reference to guide your vertex translation. In other words, always make sure you derive some kind of sensical coordinate system for your object.
 
Hope that was helpful :)
 
Temis Nunez
temis@realvizusa.com
REALVIZ


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