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UV Mapping an Amorphium Object with UVMapper
and Importing it into Bryce 3D

One of the big drawbacks with Amorphium is that it does not support UV mapping.  Also any textures created in Amorphium cannot be saved in either the .obj or .3ds formats.  Below is a tutorial on how to take an object from Amorphium, map it using UVMapper and then import it into Bryce 3D. 

I have included a large number of screen shots so please be patient.  Some of the screenshots have been thumbnailed.  Click on the picture to see a full screen view.

jigglypuff1.jpg (28265 bytes)

We will be using the Jigglypuff model for this demonstration.

project.jpg

First select Project in the Amorphium menu.    This assumes that you already have a model ready for export.

menu.jpg

Next select Export.

export.jpg

Then select Wavefront OBJ at the bottom of the export menu.  The press OK.  Note the OBJ export function in Amorphium 1.0 inverts the model.  This swaps the left and right sides, (mirror effect).  You might want to export using the 3DS option then convert to OBJ using Crossroads.

uvmapmenu3.jpg

Next fire up UVMapper.   Select File, Load Model.  Then load the model that you want to map.

uvmapmenu4.jpg

To map the object select Edit, New UV Map.  I chose Planer, but Spherical may work better for this model.

uvmapmenu5.jpg

At the Planar Mapping dialog chose Alignment along the Y-axis.  Leave the rest as default.  Then select OK

uvmap1.gif

The following screen will appear.
uvmap2.gif Most of the texture detail is on the front of the model.  So to optimize the texture select the back of the model.   Place the cursor at the upper right and hold down the left mouse button and drag the rectangle to completely enclose the back.
uvmap3.gif Next select the middle left handle and resize the model texture.
uvmap4.gif Now do that with the front but make it bigger.

Portions can also be cut out and isolated and enlarge if more detail is needed.

uvmapmenu1.jpg After you have the texture map the way that you want it save both the model and the texture template.
jigglytemp.jpg I normally would do this part with Painter 3D.   However,  for those who don't have it I thought I would show how to do it in Paint Shop Pro, (PSP).   I am assuming that you you are familiar with PSP

Now load the texture template  (.bmp) into PSP. 

Then increase the color count to 24 bit.

Save the map as a PhotoShop file (.psd).  This is to make sure you don't write over the original later. 

pspjiggly.jpg Next make a new picture the same size as the texture template.

Copy the texture template into the new picture as a new layer.

Make this layer about 30-50% transparent.

Select the background layer.

Paint the texture on the background layer.

 

jigglytex.jpg Then save as either .bmp, .psd, or .tif.

Be sure to turn off the template layer before saving.

jigglypic_small.jpg (2243 bytes) Render in your favorite 3D program.

You may have to go back and forth between the 2D and 3D programs to get the texture to look the way that you want.

Now go to my UV Maps and Bryce tutorial to apply this map to your object in Bryce. 

Let me know what you think of this tutorial. Email

Last modified on 07/05/00