Texturing imported models by Booleans
Last updated: 08.05.2002
If the model you have imported to Bryce consists of a single
object that cannot be further decomposed and which contains no
texture mapping information - which is the case with models
exported from Poser 1 - you have two choices. One is to apply a single
material to the entire model. This may be appropriate for some projects,
but cannot be used to assign separate regions of skin, clothing etc. (The
'obvious' solution, attempting to map a picture onto the model, won't
work because Bryce doesn't have the information it needs to map the
picture correctly).
The alternative is to break down the model using Boolean
operations, and assign different materials to each Booleaned part of
the model. The results of this technique are not particularly good,
but it can be used as a last resort.
The basic technique is to make a number of copies of your model, and
to select parts of each copy using Boolean operations. These parts can
then be individually textured. The following step-by-step example shows how
to "clothe" the Poser female nude in a skintight black jumpsuit.
1 |
Export the figure to be used from Poser. |
2 |
Import the figure to Bryce, using the
command.
After you have imported the figure, you may need to rotate it
to get it the right way up. You may also want to smooth
it to improve its appearance (click the figure, and click
on the 'E' that appears beside it. On the dialog box
that appears, click the image marked Smooth to smooth the
figure).
![Interface snapshot [19K]](inline/imageBooleansScreen1.jpg)
Figure 1: Imported figure
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3 |
Click on the imported figure, and assign it a family color
by clicking on the small colored tab that appears beside the
selected figure. For this example, use the light brown color and
rename it from 'Family 10' to 'Flesh'.
![Dialog snapshot [7K]](../inline/imageFamilyColorsEditor.jpg)
Figure 2: Family colors dialog
|
4 |
Windows users should also click the 'A' tab and set the
figure's object attributes to 'Positive'. Macintosh users don't
need to do anything; objects are positive by default. |
5 |
Duplicate the figure using the
command. |
6 |
Click the colored tab by the figure to set a different
family color. Call this one 'Jumpsuit'. You now have two copies
of the figure, at exactly the same location but with
different family colors. |
7 |
Create a sphere. Shrink it until it is a little larger
than the figure's head, and drag it into place so that it
surrounds the figure's head and neck.
You may want to stretch the sphere to make it fit more
exactly, but make sure that no part of the figure's head
protrudes from the sphere. |
8 |
Assign the sphere a new family color, and call this one
'Cut'. In the Object Attributes editor, set the sphere's
attributes to 'Negative'. |
9 |
Duplicate the sphere, shrink it, and drag it until
it covers one of the figure's hands. Adjust the size and shape
of the sphere if necessary for a good fit. |
10 |
Duplicate the second sphere and move the new copy to
cover the figure's other hand.
![Interface snapshot [19K]](inline/imageBooleansScreen2.jpg)
Figure 3: Figure and spheres
|
11 |
From the 'Select by Family Color' menu at the foot of
the screen (a small brown/white/green-striped square), choose
the 'Cut' family. All three spheres should now be selected. |
12 |
Duplicate the selected spheres. You now have six
spheres, and the three duplicated spheres are currently
selected. |
13 |
Click the colored tab to change the family color for
the selected items. Choose another new color and call it
'Intersect'. |
14 |
Click the 'A' tab to edit the object attributes for
all three selected spheres. Set their attributes to
'Intersect'.
At this point you have two figures, one labelled 'Flesh',
the other labelled 'Jumpsuit'. You have three negative
spheres labelled 'Cut', and three intersecting spheres
labelled 'Intersect' (the names are not important, except
to help you remember what does what). You are now ready to
group the objects. |
15 |
From the 'Select by Color' menu, choose 'Flesh'. Then,
hold down the shift key and choose 'Intersect'. You should now
have one figure and three spheres selected. Choose the
command from the
menu, or simply click the
'G' next to the selected objects. You now have a group made
up of one figure and three spheres. Because the spheres are
set to intersect, only those parts of the figure that lie
within one of the spheres will be rendered.
![Interface snapshot [19K]](inline/imageBooleansScreen3.jpg)
Figure 4: Grouped figure and spheres
|
16 |
Click the 'M' tab next to the selected group to assign a
material to the group. The texture should be whatever texture you
want to use as flesh. |
17 |
Repeat step 15, but this time select 'Jumpsuit' and then
'Cut' to produce a group consisting of the clothed part of the
body, with the flesh regions cut away. |
18 |
Repeat step 16, assigning to the newly created group a
material appropriate to the figure's jumpsuit. |
19 |
Select both figure groups (using the marquee, or the
'Select by Color' menu, or by clicking the Group selector - the
pair of linked toruses next to the 'Select by Color' menu) and
group them to make sure that your figure will move as a unit
in future. |
20 |
Render the result.
![Interface snapshot [15K]](inline/imageBooleansScreen4.jpg)
Figure 5: Rendered figure
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As will be immediately clear, this technique is very far from perfect.
For one thing, it offers only very limited possibilities for coloring
figures. For another it is expensive in terms of memory (each different
texture you want to use on the figure requires you to make another copy of
the model: a figure with shoes, shirt, pants and skin of different colors
would require four copies of the model). Another problem is that it is
difficult to separate out parts that are very close to each other; a figure
standing with hands on hips would be difficult to handle properly using
this technique. Use of different primitives - blocks, cones, cylinders - may
help in some cases.
Despite the limitations, this technique may prove useful if you are forced to
use an old copy of Poser or work with other models which cannot be
texture-mapped
or broken down into subparts
(this note has talked about Poser figures, but the
same techniques will work with any other imported model). Even though the
rendered results are poor, they may still provide a useful basis for
post-editing in a graphics editor.
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