CS4710 Computer Graphics

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CS4710 Computer Graphics

CS4710 – Computer Graphics Fall 2011: Modeling Task #2 Due: 21 Sep 2011 Points: 100

Objective: Texture a polygonal model in Blender.

Discussion: Detailed and well-proportioned geometry is important in creating visually interesting and realistic models for computer games. However, most models have a rich surface texture which would be prohibitively expensive (with regarding to both modeling and rendering time) to recreate geometrically. In this assignment you are to apply bitmapped textures to the models you created in assignment #1 to increase their overall realism..

Requirements: Satisfactory models will meet the following general requirements:

 Apply shading appropriate to the material type of your object (view the video http://asitssfl01.ase.tufts.edu/blackboard/DR21/BlenderMaterialsShaders.html and visit the materials repository at http://matrep.parastudios.de/index.php for ideas on shader settings).  Apply at least one simple image texture to your model.  Apply at least one UV-mapped texture to your model.  Experiment with at least one of the “advanced” texturing concepts in the list below: o Textures with transparency, bump mapped textures, multi-texturing, procedural textures, or “Decal” textures (using the definition of “decal” as defined in the video http://asitssfl01.ase.tufts.edu/blackboard/DR21/DecalImageTextures.html). o Please coordinate your advanced texturing choice with me to ensure we have broad coverage of techniques in this group.

Grading: Points will be assigned based on the following rubric:

 Scale: The textures’ sizes are appropriate for the object (e.g., bricks appear to be correctly sized on a wall and are not too large or too small).  Proportion: All textures convey the same size cues.  Detail: o Good: Major visual attributes of the object are modeled. o Better: Some minor visual attributes of the object are modeled. o Best: All major and many minor visual attributes of the object are modeled giving the model a photo-realistic appearance.  Modeling: The textures memory costs are suitable given the value of the texture to the object’s realism and with respect to competing methods.

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