Lately I was working with some textures. I had a model, and for texture work in zbruch and photoshop,
I had to use unwrap uwv. I guess that’s a term in 3d max.
Not sure how you call it in other software, but I guess name shuld be similar as well as function.
So i selected parts of my 3d model, corrected seems, and used pelt mapping in most cases.
Again actually it does not mater. the main idea is that at the end i had something like this:
So when it comes to zbrush naturally you don’t see any seems where two texture blocks connect.
You work without knowing that they exist. (more or less)
But when it comes to photoshop, You yourself must make sure that all pixels corresponding to other texture
blocks pixels (at the edges of texture blocks) Are either same or very similar color, so that when you use
your texture back in your 3d program, no one would see where texture blocks connect.

But how on earth do you do that?
how do you manipulate image so that each edge pixel in two separated texture blocks would be the same?
I am sure there must be solutions, or work arounds. I would be very happy to hear how you do it.

But I was thinking, what if we would have a plug in for photoshop ( gimp? corel photo paint? …? )
that would help doing that?

the idea is to create two “guidelines” for both texture blocks, they could resemble curves in photoshop.
So first here is an image to better understand what do i talk about:

seems

so if, lets say i use brush tool and draw in one block of texture, and at some point brush moves out
of that texture block, crossing one seem, and  “magically” it appears in other texture block, crossing second seem.
it would be like working with tilling textures. or better example, like this OLD game “snakes”, where u have to
eat stuff, and as a result you get longer, but you can not bump in to yourself. but you can hit the right side of
your screen, and you will end up in left side of screen. The idea is the same.
You hit green seem line from one side, and you appear crossing also read seem in other texture block.

OK and now lets imagine a bit more complex situation.
well might be its not more complex, just for a sake of this example.

seems1

so if, lets say i use brush tool and draw in one block of texture, and at some point brush moves out
of that texture block, crossing one seem, and  “magically” it appears in other texture block, crossing second seem.
it would be like working with tilling textures. or better example, like this OLD game “snakes”, where u have to
eat stuff, and as a result you get longer, but you can not bump in to yourself. but you can hit the right side of
your screen, and you will end up in left side of screen. The idea is the same.
You hit green seem line from one side, and you appear crossing also read seem in other texture block.

OK and now lets imagine a bit more complex situation.
well might be its not more complex, just for a sake of this example.

 seems2
so we see a situation where same edge is shared in 3 texture blocks, and how the same edge represented in
each block has different length and shape.

free transform
OK my representation of “free transform” tool is not very accurate, but i hope its good enough for understanding.
I guess “Free transform” tool is quite limited, therefore you would be able to control it only on one texture block,
and other one (on next texture blog) would be automatically generated…  or we write free transform tool too :)
Now in a case of brush (look at second image) it might at some points appear in 3 different locations on screen, on 3
different texture blocks.

well, any one needs an idea for computer graphicks degree work? That could be it :)

p.s.
If such tool wuld exist…
the author could go further, and write another plugin for max/maya/xsi to eport seems….. or?
it would take years to define all seems in photoshop for more coplex objects..

ok lets continue, on most crazy 3d ideas ever. it was a restless night for me, therefore two posts are coming.

So we all know how in 3d, rendered object have thuse ugly, well mostly, edges. they are so sharp, so cg, so unreal.

there where meny methods created to avoid this. we could use fallofs in opacity chanel, or put things out of fucus….

what about if we would mix they materials? i dono what would happened, but this is a place to theorethise, and think.

so free your mind :)

so look at the picture:

scheme of pixel material blending

so i am just thinking how things would look if we would use kind of antialising, but it would actualy apply blended materials in a pixels where two object are close to each other. would be cood if we could control the “size” of blending, what i mean here is ..

if we look at the picture as it is right now, we’d see only 1 pixel has a blended material, i mean only one which has a neighboring pixel of other material. what if we could apply this blended material it 2, 3 or more pixels what i mean is…. shit how to put this…..

a nother picture?

pixel blending

and if we could tie, lets say depth ( zbuffer?) to the number of pixels blended?

like close to viewplane only 1 pixel on edge is blended, while further more pixels would be blended?

has this been done already? would it work? would it be cool or ugly?

anyone whants to write a renderer?

:)

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live shadows / crazy ideas I
this will be a thought about some effect which could be achieved using modified ray tracing engine. It has to do with non photorealistick rendering, and magical look to it. Ok, so first of all i am no programer or mathematician of any sorts, so please judge my ideas having that in mind.
First of all what is ray tracing, or ray traced shadows? i will try to describe it in one paragraph, as i understand it myself.
So as far as i understand first we have a viewing plane, from which we “cast a ray” towards an object in a scene. the point where it touches object, we find out properties of object, and return a color value to rendered image, or that particular pixel we started casting ray in view plane. so next is to cast a secondary ray, which starts from a point where first ray touched an object. this ray will go towards a light source. if any object will be in its way, we’ll know that thatlight we just mentioned casts a shadow. i hope its possible to follow me, but actually it doesn’t matter that much, cos anyone could look up ray tracing in wiki. http://en.wikipedia.org/wiki/Ray_tracing
The idea comes to my my mind, is , what if we would treat light differently, what if the rays would not go as a straight line, what if they would curve?
as far as i understand curved secondary ray would result curved shadows, distorted shadows. which might be nice. Lets have a look at pictures if that helps understand.

crazy raytracing?
Of course we would want to curve our rays only very little to give a subtile feel to it :)
What if we could animate these curves light is being traced? what if we could make wind move the shadows themselves? non realistic? not at all, but might be an interesting visual effect?
any ides?
any ray tracing engine writers out there?

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