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Autodesk Appearances

Tutorial by L. J. Smee
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With more complex shapes like your violin body I'd recommend adjusting the textures of single faces, single solid bodies or single parts depending on the environment you're working in, i.e. a part, a multibody part or an assembly.
That goes especially for wood grain and other textures having some kind of "direction".

  1. Step 1:

    A guitar body (as in the first tutorial) is a good example:

  2. Step 2:

    When applying the texture in the first place, be careful what you select! When selecting in the viewport, by default you will select faces. To select a whole part or body, better select from the browser or change the selection priority. Selection priority can be changed using the menu left of the "materials" button in the topmost section of the application window or by deselecting everything and Shift + right click in the viewport and selecting body priority.

  3. Step 3:

  4. Step 4:

    As you can see, the texture on the sides of the guitar isn't running in the right direction. Therefore activate the "Adjust" function as depicted:

  5. Step 5:

    Once active, you need to select the texture you want to adjust. The tips on selecting the right faces or bodies form step 2 may come in handy here.

  6. Step 6:

    Then you can scale and rotate the texture as needed. Note that for every "Adjust" action an "adjusted" version of the base texture will be stored in the "document appearances"! These can be used later on so you don't have to eyball the scale or rotation on other faces / bodies with similar grain direction ,for instance.

  7. Step 7:

  8. Step 8:

  9. Step 9:

  10. Step 10:

    Texure of one side rotated.

  11. Step 11:

    The texture was stored as an "adjusted" version by then. This version was further altered by scaling and then applied to the other side of the guitar.

  12. Step 12:

    A nicer view of this:

  13. Step 13:

    Note that through selecting the whole body for the process instead of only the outside face of the guitar sides, the inside face has been adjusted as well.
    Further note that top and bottom faces - the ones with the small cross section - do not really fit in with the texture direction. There is no use of trying to get these right also. For this kind of action you would need to "unwrap" the face and manually remap it to the texture, which can be done in 3ds MAX for example.

  14. Step 14:

    Hope that helps.

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