ARNOLD PALMER COURSE DESIGNER NOTES


CLUBHOUSE TUTORIAL part 2 of 2

Requirements for this tutorial:

The designer should be knowledgeable with the following APCD functions as this revolves around these functions.

a. Addition of Textures 

b. Texture Coordinate Mapping

c. Gizmo Control

d. Face Creation (to create the faces deleted in Tutorial 1)

e. Graphics program knowledge (to cut textures for clubhouse)

To start texture mapping, try to find a highest quality source pic that you can get.  For this project, the textures came from these pics.

O.K. this tutorial is mostly repetitive so here goes.  Texture mapping 3D objects created from scratch may seem just like painting.  Its just like adding these small cutouts to the object that we made.

 

8b.jpg (20788 bytes)
Add your 32x32, 64x64 or 128x128 TGA to your textures. 

 

1b.jpg (36473 bytes)
Select an area to replace the texture.  

 

2b.jpg (18670 bytes)
Create a new cylindrical mapping (obviously). Name it accordingly.  Make sure to use distinct naming here. So as not to confuse yourself later on.  Cylindrical0, Cylindrical1 could be named as tower base, tower mid, etc.

 

4b.jpg (16342 bytes)
Click replace.  

3b.jpg (8460 bytes)

6b.jpg (15168 bytes)
Activate the gizmo control, move to center. Set U-wrap to a value that will make the map as close as the source pic.  For this project I used 5.

5b.jpg (124247 bytes)
Repeat on all the unique textures that we defined earlier.

 

9b.jpg (118342 bytes)
For the walls, instead of cylindrical maps, create planar maps.  Activate Gizmo control, move to center.  Use uniform constrain scale on xy or z axis to get desired size of the texture.

11b.jpg (20890 bytes)

2.jpg (117541 bytes)
At this point, you can select all the verts again and plant it back on your course manually.  Don't forget to recreate the verts though.  

3.jpg (88056 bytes)

Now, after moving the clubhouse back to its proper place (or anywhere in the course),  some mapping could have been lost.  

4.jpg (154125 bytes)

I notice that the planar maps stay in place but not the cylindrical and spherical maps.

5.jpg (150925 bytes)
If you labeled the mappings earlier correctly, this would be easy.


7.jpg (210642 bytes)

So select the area that we will re-map. Select the map and activate the gizmo.

8.jpg (105865 bytes)

Move the gizmo to center, click replace.  That's it. Repeat to the rest of the faces.

 

 

Not much detail was put into this and it took me about 2 hours to make this.  Not that good , but not bad either.   All it takes is some patience and some practice.

GOOD LUCK!!!

 




 
     
   

All rights reserved. For personal use only. © 2001, John"Firehead" Pineda