theartofxsi_content.pdf

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Authors : Marco Di Lucca , Manuel Rodriguez , Filipes Lopes , Akari Naim
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CHAPTER 1
Modelling: Volume
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Starting the Head
Starting the Head
Create an instance of the model and scale it -1 in the x axis. To make it
easier hit “ctrl + i” to create the instance and in the transform panel put
“-1” in the x fi eld. Now, all changes you make on the original model will
affect the instance, so you have to model just half of the object
(Image 9)
Select the new edges and, using the move point tool ( shortcut “V” ), move
these edges and make the cube look like a shield (Image 12)
Select the parallel edge loops from the top of the head and subdivide them
(Image 13)
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Rotate the box around -45 in the X axis, then scale down in the Z axis to
something around 0.38. You may disable the grid from view to see just
your model, this can be done by pressing the “G” shortcut (Image 10)
Subdivide the box in the middle (Image 11)
Select the two lower edges plus the one on the top and scale them down so
they are half of the original size (Image 14)
Make a selection around the side of the object and subdivide it. You’ll have
an area to defi ne the eyes of the insect. Don’t forget to select the edges
behind the object (Image 15)
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THE ART OF XSI
THE ART OF XSI
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Modelling: Detailing the Body
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Use the Ctrl + H to unhide the body (Image 216)
As we are only going detail the front legs and the thorax, we can hide the
other parts (Image 217)
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Select the parallel edges of the neck and subdivide them using Split Edges
( with split control ) and a Ratio Edge about 4.770 (Image 218)
Select the edges on the side of the model and subdivide them (Image 219)
THE ART OF XSI
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UV Map
UV Coordinates are the way you tell a 3D software package where to place a 2D image over a 3D object. It’s the template that the software will use to place
each pixel of a 2D image over the surface of a 3D model. It’s very important to have a good UV Layout to avoid texture stretching. The UV Coordinates are
also used as a template to paint the texture in painting software ( Photoshop, Painter, Paint Shop etc. ). In XSI we use the Texture Editor to adjust the texture
coordinates for exporting to your choice of 2D software to paint them.
Here I’ll demonstrate one workfl ow to apply texture coordinates in XSI. It’s not the only workfl ow, but with this one you’ll learn more about the texture
editor and it’s tools so you can create your own workfl ow.
Lets start creating the UV Coordinates by assigning a simple texture to our mesh.
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Select the Mantis object and go to Get > Material > Phong. A phong material
will be assigned to the object, replacing the default “Scene_Material”
(Image 1)
Now, in the phong window, click on the icon on the right side of the color
input and select “Image” (Image 2)
An image is now connected to the difuse color of the phong material. The
default image assigned is the noicon.pic, which is installed with the XSI
software. This image is very good for texture coordinate adjustments
because it has a lot of squares, letters and numbers and is easier to
visualize texture distortions
PS: don’t use the default “Scene_Material” as an object defi nitive material
because all the new objects will have this material assigned. Example: if
you assign an orange color to the “Scene_Material”, all new objects will
be orange
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Create a new Planar YZ Texture Projection to use as a base to create the
UV Coordinates. There are two different ways to create a new texture
projection:
The second one is going to Get > Property > Texture Projection
(Image 4)
The fi rst one is clicking on the “New” button in the Texture Projection
section in the image window (Image 3)
THE ART OF XSI
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