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DAVID-Laserscanner Forum • View topic - Help with maya
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Help with maya

Help with maya

Postby Julia » Mon Oct 01, 2007 12:40 pm

Hi!
I'm trying to texturise my 360° scan with maya and I'm not doing very well. Does anybody know if there is an easy way to put pictures from 4 sides onto the object.
It's the first time I'm working with maya. I managed to get the picture on the object but I'm not able to select just one side so it looks pretty bad.
Thank you very much for your help.
Julia
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UVs

Postby Bongobat » Mon Oct 01, 2007 8:26 pm

Hello Julia,

Im currently learning maya 6 so I hope this can help you. I think the best way right now would be to layout your UVs in maya, export them to an image editor as a layer then in the image editing program import your photos to another layer and scale, move and rotate those pictures to the best possible fit to the UV layer. Photoshop is what I use because you can use the create psd texture feature to export directly to a photoshop file with the UVs in there own seperate layer. To layout UVs you would want to problaby paint select the faces of the object and apply planar mapping corresponding to each axis view. This basically is unwrapping the UVs from a 3d image to a flat image allowing you to align your pictures. I suppose you could also apply a seperate material to each selection then go into the UV texture editor and scale the UVs to fit the photo, but by laying out your UVs nicely and exporting them to photoshop you can use your photo editing tools to smooth between where photos overlap and make it nice and clean. If anyone else has a better way Id be interested as well. If you need a more in depth tutorial I could try put together one for you. Like I said befoe Im learning too so dont get mad If im totally wrong :oops:
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Postby Julia » Tue Oct 02, 2007 12:30 pm

Hi!
Thank you for your quick reply. It looks like I have to cut my object because the unfold option is not working well.
It would be really nice if you could give me a tutorial.
What are you trying to texturise?
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hi

Postby hal » Tue Oct 02, 2007 1:49 pm

salve julia,

first of all i'm a 3d studio max user, but i think that many things are similar with maya (now autodesk has both) (sorry for my english :( ).

if you have a uv cylindrical or cube modifier, use that on object: a null object wraps your mesh and unfolding like a "turn aroud" your mesh. you obtain an explose solid, but uncutting. you can export the image of this unfolder mesh and, with 2d software, assemble your image.

i'm sorry but don't know maya, but if you want change with 3d studio max, the way is more simple using its feature "camera projection"; this tool in max don't deform mesh and can be adapted at any tipes of photo.

other problem is the mesh density produced from david and his topology. you can retopology your scans with zbrush 3 and after mapping. i assure you, this way is most powerfull and simple (if you know that) and precise.

you can download trial version of max from www.autodesk.com and zbrush3 from www.pixologic.com.

if you want try this method, i'm here for any question.

bye
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Postby Bongobat » Wed Oct 03, 2007 2:27 pm

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Postby Ordibble Plop » Thu Oct 04, 2007 12:53 am

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Postby Bongobat » Thu Oct 04, 2007 9:04 am

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Postby Ordibble Plop » Thu Oct 04, 2007 9:44 am

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...

Postby hal » Thu Oct 04, 2007 12:09 pm

salve,
for BongoBat:
"In 3ds max can you use camera projection on each orthographic view?"
yes, and more. you can project your photo as orthographic virtual camera, like top, left,... but in the real life, how you can capture photo in orthographic mode? with a siple camera is impossible (lens distorsion, depth pf field,...). Camera Projection in Max is powerfull because you can recreate, in prospective viewport, the same point of view that in reality.
soon as possible i post image :arrow:

first you must unwarp uv of mesh with max's dedicadet tool, using the approach that you want (cylindrical, cube, planar, spherical, walktrought,...), is idifferent. after a max's tool can correct your uv unfolded adjusting the proportion of each polygon (i suggest convert, in max, your object from mesh [triangle] to poly [quad polygon]). you obtain a proportioned and correct uv system. after poject any photos what you want (from 1 to infinite), but one after one. at any camera projection, save an image of uv system with max's tool "render to texture".
at the end, you have many uv image and compose these with photoshop (justing overlap they).
yes, max is more complex than maya, but work good (maya too :wink: ).

for texturing i thik zbrush can't help us, because is perfect for drawing directly and handly, but using external image, that in this case, require lot of mesh subdivision passes, and lot of memory system.
i thik is good (for this kind of works) only for retopology feature.

i dream S&S working on "Shapefusion texture tool", and hoping, i wait... :roll:
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Zbrush

Postby Bongobat » Thu Oct 04, 2007 5:51 pm

Wow I just watched the first video linked by ordibble plop and have to say that was impressive. I now want zbrush but I couldnt find a download link for a demo. Do they have a demo available? I bet some genius coder could make a plugin that would do that in maya or perhaps they have for a newer version than mine. Would be basically a clone tool as part of the paint fx. Okay im green so maybe it is already there Ill have to look lol. He subdivided to get more resolution does that mean he was painting vertex color? For Hal: I have a copy of 3ds max and wanted to try to understand what you were talking about. I have version 7 and found a camera map modifier under the world space modifiers is that what you use? It seems to be similar to some of the projection tools in maya. I discovered in maya that you can choose projection as your map type then choose perspective in the projection node and link to camera. If you make a layered texture you can have multiple texture files projecting from cameras at different targets of the same mesh, problem is that if you use a texture taken by david it projects the whole picture around the object (background calibration points) and not just the relevant info. If you project two you get overlaps and so you would still have to select the faces then apply the projection. I will try that later. Im getting confused and am stuck on the importance of UVs and missing the big picture I think. For Julia if you can get your hands on Zbrush trying the technique that ordibble plop posted in the video link would be the fastest and easiest way. Oh and when you were talking about the unfold option earlier I didnt know what you meant but it turns out that tool is in the bonus tools for maya 6 and I tried it and it distorted my UVs I even cut them how the document said and didnt get very good results. I guess Im still stuck doing it the way I know with planar or cylindrical mapping. Unless someone wants to give me zbrush :lol:
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Postby Julia » Tue Oct 09, 2007 3:20 pm

Hi!
I was very busy the last days so I didn't make any progress texturising. But thanks for all the ideas.
Unfortunately I just have scanned data and some pictures taken with a camera. And no opportunity to scan it again. So I can't wait for the texturefusion.
Just a short post to show what I'm working on.
Julia
Attachments
snapshot.jpg
A screenshot of the object
Bueste_vorne.jpg
A picture of it to show how I want it to look like.
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Postby steve » Thu Oct 11, 2007 5:17 pm

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