Low polygonal building 3D model texture map

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When it comes to 3D model styles for game characters, there are a few different styles:

Realistic style: This style strives for a high degree of realism and detail, striving to make characters look similar to those in the real world.

Cartoon style:Cartoon style is usually more exaggerated and simplified, with more prominent features and brighter colors, giving people a relaxed and happy feeling.

Pixel style:Pixel style presents characters as pixelated images, similar to the style used in early 8-bit or 16-bit games, giving it a nostalgic feel.

Hand-drawn style:The hand-drawn style character model looks like it is drawn by hand, with softer lines, giving it an artistic and unique feel.

Fantasy style:Fantasy style emphasizes surreal or otherworldly features and may include various bizarre shapes, colors and special effects.

Each style has its own characteristics and is loved by those who love it.

This article will explain how to useGLTF Editor-NSDT online material editing tool to set texture maps for the game character 3D model. Before we start, we Let’s first understand some basic concepts of texture mapping in textures.

The GLTF editor supports GLTF/GLB online preview, material editing, origin reset, and model lightweighting (merging the same material Mesh). GLTF editor supports GLTF/GLB online preview, material editing, reset origin, and model lightweight (merging the same material Mesh)icon-default.png?t=N7T8https://gltf.nsdt.cloud/?csdn=1 a>

1. What is model texture mapping?


1: 3D model without texture 2: Same model with texture

Texture map is an image applied (mapped) to the surface of a shape or polygon. This can be a bitmap image or a procedural texture. They can be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource packages.

They may have 1-3 dimensions, although 2 dimensions are most common for visible surfaces. For use with modern hardware, texture map data can be stored in rotation or tiling order to improve cache consistency. Rendering APIs typically manage texture map resources (possibly in device memory) as buffers or surfaces, and may allow "rendering to textures" for other effects such as post-processing or environment mapping.

They usually contain RGB color data (stored as direct color, compressed format, or indexed color) and sometimes an additional channel for alpha blending (RGBA), especially for billboards andDecalsOverlay texture. The alpha channel (which may be conveniently stored in a hardware-resolved format) can be used for other purposes, such as specular reflections.

Multiple texture maps (or channels) can be combined to control specular reflections, normals, displacement, or subsurface scattering, for example for skin rendering.

Multiple texture images can be combined in a texture atlas or array texture to reduce state changes on modern hardware. (They can be considered a modern evolution of tile map graphics). Modern hardware often supports cubemap textures with multiple faces for environment mapping.

2. The role of texture mapping

Texture mapping plays a vital role in creating visually stunning and realistic 3D models. There are many types of texture maps used in 3D modeling, each type has its own unique purpose. For example, a diffuse map defines the surface color of a 3D model, while a specular map defines the glossiness and reflectivity of a surface. Normal maps are used to add depth and structure to model surfaces, while displacement maps are used to modify the surface geometry itself. The importance of using these different types of texture maps is that together they create a more immersive and engaging experience for the viewer. By using these maps, 3D artists can create intricate details that make models appear more realistic and believable, ultimately increasing the overall quality and impact of the final product.

3. Tools and methods for setting 3D model texture maps

To set a map for your 3D model, you can follow these detailed steps:

Choose 3D modeling software:

  • Choose a professional 3D modeling software, such as Blender, Maya, 3ds Max, Cinema 4D, etc. Make sure to choose a software that you are familiar with or willing to learn.

Import 3D model:

  • Open the selected software and import your 3D model. Usually, you can complete the import operation through the "Import" option in the menu bar or by dragging and dropping the file into the software window.

Create material:

  • Texture maps can be obtained from scanning/digital photography, designed in image processing software (such as GIMP, Photoshop), or painted directly onto a 3D surface in a 3D painting tool (such as Mudbox or zbrush).

Import textures:

  • Import your textures into the software. Typically, you would use the Import or Map options to accomplish this step. Make sure to choose the type of map (diffuse, normal, specular, etc.) to suit the needs of your model.

Apply the map to the model:

  • In the Material Editor, find the appropriate slot for the map (for example, the diffuse map slot). Drag and drop the texture into the corresponding slot, or use the texture connection function provided by the software.

Adjust mapping and UVs:

  • Make sure the model's UV mapping is correct so that the texture maps correctly to the model surface. In 3D software, you can adjust the UV mapping to ensure that each surface has the correct mapping coordinates.

Adjust material properties:

  • Adjust the material's properties as needed, such as glossiness, reflectivity, transparency, etc. These properties will directly affect the appearance of the model surface when rendered.

Preview and adjust:

  • Preview the model in the software to see the texture effect. Adjust as necessary to ensure that the map looks the way you want it when rendered.

Export model:

  • When you are satisfied with the map settings, choose to export the model. Make sure to select the appropriate file format for use in other 3D applications or rendering engines.

Please note that the above steps are general guidance and may vary depending on the software used. It is recommended to consult the relevant documentation and tutorials in your 3D modeling software of choice for more detailed and specific information.

4. How to set texture map in GLTF?

Using professional modeling software to set the texture map of the model is indeed a good choice, but it is not so friendly to novices. The installation and use of the software are more troublesome, and  As an online material and texture editing tool, it is developed based on Three.js and can be run in any browser that supports webGL. No additional installation or download is required. plug-in or since, you can use it by opening the browser. GLTF Editor-NSDT

The following is how to use GLTF Editor-NSDT to set texture mapping methods and steps:

Open the GLTF editor in the browser and import the model into the editor. If the model itself has materials, the material information of the model will be read and displayed in the right panel of the software. The material panel information on the right supports editing of materials. and modifications, as shown below:

Closer to home, let’s first import the 3D model of the game character without material texture mapping:

When the model does not have a texture map, the entire model appears gray and black. In order to show a more realistic appearance and details of the model and make the model look more real, now we add texture maps to the model. You can search for texture maps online. There are quite a few such resources, such as3D TEXTURES | Free seamless PBR textures with Diffuse, Normal, Displacement, Occlusion and Roughness Maps.

After finding the matching texture map file, select the map type in the material panel on the right and upload the texture map. The system will automatically calculate the UV and perfectly map the texture map to the 3D model, as shown below:

GLTF Editor-NSDT Not only can you set the texture map of the 3D model, you can also set the geometric origin of the model and merge meshes with the same material attributes to achieve lightweight models. , is a rare and practical online model editing tool.

Note: Usually, if you want to achieve a certain effect, you need to use several material maps to achieve the effect.

 Reprint:Low polygonal building 3D model texture map (mvrlink.com)

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Origin blog.csdn.net/ygtu2018/article/details/134848800