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Chapter 2. Modeling the Skin of a Biped ... > Preparing to Render Your Character’s...

Preparing to Render Your Character’s Skin

Because the focus of this book is modeling and character setup, creating materials and textures for your character’s skin is covered only as it relates to the modeling process. This section shows you how to prepare for texturing your NURBS or polygon skins in Maya.

NURBS Skin-Texturing Considerations

A NURBS skin is a true UV surface; so if you assign a normal 2D file texture to the surface, it wraps on the surface automatically. This can be an advantage over assigning a projected file texture, which will not work well on a complex surface that curves away from the projected angle. When texturing NURBS surfaces with a UV texture, however, keep in mind that the parameterization makes a difference in how the texture wraps on the surface. Uniform parameterization can be useful during the modeling process, and your surfaces can be left that way if you are going to convert them to a merged polygon skin, because then the texturing will be done at the polygon level. If you are planning to bind and animate your NURBS skin, however, you need to convert the parameterization of your surfaces before texturing. Using a Uniform parameterization on a complex surface that has variations in the spacing of the isoparms will cause unwanted stretching and compressing of the texture. The reason for this is that Uniform assigns the same amount of the texture image to each space between isoparms, no matter how small or large it is. So areas where the isoparms are close together cause the texture to compress, and areas where isoparms are far apart cause the texture to stretch. You can reduce this considerably by relofting all your NURBS patches to the Chord Length parameterization (see Figure 2.69).


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