9.5.2

Table Of Contents
962 CHAPTER 18
TEXTURE MAPPING 963
Select the Polygons tool and select several polygons in various locations.
In the Object manager, choose Texture > Assign UVW Coordinates.
The selected polygons use Flat projection while the unselected polygons continue to use the normal
UVW mapping. If you deform the object, the texture remains xed in the selected region.
Shrink Wrapping
With this projection type, the center of the texture is xed to the north pole of a sphere and the rest
of the texture is stretched over it. The advantage of this mapping type is that the texture meets itself
at the south pole only. This avoids a seam running between the poles. Only a circular section of the
texture is used, with the center of the circle corresponding to the center of the picture. The remainder
of the picture is discarded.
Camera Mapping
Keep the limitations of camera mapping in mind. For example, you cannot
rotate a full 360° around a building. The photo is usually already distorted by
perspective so, at certain angles, you will get a distortion of a distortion and
poor texture quality.
With camera mapping, the texture is projected from the camera onto the object. Suppose you want
to use a photo and have it interact with your models. For example, perhaps you want a 3D gure to
walk behind some of the objects in the photo! Camera mapping can help you to pull off these kinds
of tricks.
First, create a Background object. Next, load the photo into the Luminance channel of a new material.
Apply the material to the Background object with camera mapping. For this, you’ll need a camera for
projecting the material onto the object. Switch on this camera for the viewport (viewport: Cameras
> Scene Cameras).
Now reconstruct (model) any objects in the real picture that the gure (or other objects) will need
to pass behind.