Review and Discussion of texture mapping in the context of 3D Modelling
Abstract
150 to 200 words
Table of contents
define texture mapping
Texture mappings relationship with 3-D modelers
Textures improvements
Downside and upsides of having complicated textures
Importance on the use of techniques for time management
Time management without quality sacrifice
Introduction
Main body
What is texture mapping? and how does it fit with 3-D modelling?
Texture mapping is using a 2-D image and applying it to a 3-D Model which is almost always used after crating 3-D models the 2-D image covers the 3-D objects surface giving it a distinct finish. Which in turn breathes some life into the model that otherwise would look completely lifeless it also gives the model depth making it seem more realistic depending on the texture in use. applying the texture on the Model will also have to require some effort as you would would have to accurately unwrap the model. UV Unwrapping a texture is the process of flattening a 2-D image and then proceeding to start drawing lines along the edges of polygons on a 3-D object in order to detail which part of the model gets a certain parts of the texture that is applied to it. This is extremely helpful when you want to make a very detailed model.
Texture mappings relationship with 3-D modelers has gotten to the point in which it is almost expected for 3-D modelers to take into consideration since it frees up more time for the modeler to create more models for an elaborate scene for a client if requested. Because Textures make it so that the base model does not have to be as complicated when you can just apply an image of a real world example or even create your own image. Although it is often expected for 3-D modeller to be able to texture objects. If there is enough modellers the texturing is divided up to be more efficient with time.
In regards to Textures themselves you are able to create a more realistic effect by using bump maps, normal maps and displacement maps. Which improve certain aspects of the textures that they are applied to. Bump maps give the texture a rough surface feel by adding an illusion of depth to the models polygons. For example if used on a brick texture it would portray the surface of a real brick more accurately, with use of grey scale values.
Normal maps are similar to bump maps as they also give the illusion that textures applied to the model have more depth to them. But normal maps do it with RGB information.
Displacement maps are visually the same as bump maps although the details behind them are marginally different bump maps create a simple illusion where displacements create a complex illusion. These maps do not alter the model by creating more polygons since their purpose is to avoid complicating the structure 3-D models.
The downsides of texture mapping is often when using higher quality images for your models it can have an adverse effect on render times which is sometimes unavoidable. which is why 3-d modellers and textures try and work together to make a low poly object have the desired appearance with the right amount of detail. So that when a Texture is applied it does not require extensive render times once finished. If there is enough time however then a highly detailed base model with a high amount of detail in a texture can be accomplished but this very much not recommend since the majority of 3D modelling with texture techniques is about having high quality looking objects without sacrificing time.
Techniques for reducing render time are generally desired for almost every part of the a 3d modellers job. because the process itself is lengthy and you will be looking to reduce the time spent on the finishing touches since all kinds of texturing and modelling can take its toll on your system since it is not guaranteed that your employer will have a high end Computer making render times a non issue. Since some renders can take days if the textures and models are handle without any care or thought into how long the renders will take. most company employ render farms since for projects that require lengthy animations it is best to reduce. Time spent on finish up a project whenever possible.
Time Management is perhaps one the most important aspects of any project since if you spend too much time on a certain part of a job then the other parts of a projects jobs will suffer such as if the reason is a 3d modeller taking too long to finish Creating the desired amount of models because not having them ready so that textures can applied makes it so much more difficult further down the line when it comes time for the editors to begin the finishing touches with the completely finished project you do not want them to have almost no time left before a deadline. The same can also be applied to Texture creators since you do not want them taking too long either.
1800 words
Analysis
Conclusion
Reference List
http://whatis.techtarget.com/definition/texture-mapping
http://www.cs.columbia.edu/~allen/PHOTOPAPERS/texmaptutorial.pdf
https://www.inf.ed.ac.uk/publications/thesis/online/IP030017.pdf
https://www.pluralsight.com/blog/film-games/bump-normal-and-displacement-maps
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