Lipsync tool LipBox :: The making of "SUIKA WARI" Game
 
 
UV mapping by Ultimate Unwrap3D
Advanced UV mapping tool by the low cost.
*All the contents are not tested in Mac OS.

The best partner of AXEL together with Wings3D.
Though there are 2 kinds of projection type UV mappings in AXEL, Ultimate Unwrap3D ($39.95) makes a more advanced texture expression possible with AXEL. And, editing of the vertex color becomes easy, too.
*The support of JPEG compression is scheduled with AXEL.

Texture with AXEL is maximum 512*512pix in the object unit. A model is divided when the texture of the high resolution is necessary. This example is 3 division of the head, jacket, trousers.


Still image
Management and conversion
Unwrap3D does the management of the attribute and the object. Turn edge and the mirror copy are possible, too. WRL (texture coordinate or vertex color), and LWO (surface color) is imported to AXEL, respectively.

256pix(78KB)
512pix(234KB)
Shading test
In order to obtain good shading, the polygonal density and the angle , and the light need to be adjusted. The polygon is made into a triangle in this stage in order to adjust the shade. Although it may be afflicted by an unnecessary highlight and shadow, I think that most is solvable with turn edge. If still it can't be solved, a position of the vertex adjusted again.

170KB
Texture test
UV mapping to the body was completed. Texture files are two kinds of the head and the body. A surface color is being used with some of the parts. 2567 polygons.
* The anti-alias of the object is turned on.

Convert format
Wings3D : Export OBJ
Unwrap3D : Export WRL (VRML 2.0) or LWO (Surface color)
AXEL : Import VRML97(VRML2.0) or LWO.

Attention : Two problems
1) After setting up mapping by Unwrap3D, flip an image vertical.
*UV coordinate does flip vertical after import in AXEL.
2) Correct 0.01 to 1 at Texture Settings after import in AXEL.
*Unwrap3D exported scale value (1,-1).

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Non Photo Realistic Texture
I make texture by vector drawing tool. It can cope with a non-continuous UV. When it is this condition, an advanced function is unnecessary at editing UV coordinates. And a low data rate as to the high resolution. (Reducing file size is easy)

77KB
Sample by AXEL
Two kinds of texture (Head and Hair). Size 512*512pix

 
Texture making by Real-DRAW PRO
The excellent fusion of a vector element and a raster element.
 

The best partner of AXEL together with Unwrap3D.
Real-DRAW PRO ($55) is the tool which made feature of bitmap painting and vector drawing unite perfectly. Although I am poor at free hand painting, this tool covers the weak point. :)

Xara X is fine, too.

and Sodipodi (Free)



The update of the texture in AXEL.
*UV mapping by WRL.
1 A new texture file is overwritten directly with the same name in the textures folder of your project.
2 Save your project file.
3 Choose File > New.
*Iinitialize project data in memory.
4 Re-open your project file.
5 Texture updated.
It is easy because there is no re-import of WRL.
*Flip an image vertical.
*Import WRL again when you change a UV coordinate or change a name or change a format.
About the color depth and the amount of data in AXEL.
In AXEL, the texture file size (value in Download Estimates) after import increases from actual file size. This rate of increase changes in the color depth of the original image. The rate of increase is the smallest when an original image is 24 bit. It is about more than two times except for that. I think that you should choose 24 bit by the case.
*The rate of increase rises more in case of Dither image.
*It is confirmed by the PNG format.

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