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Now that we have the models for the visualizer baked into the repository we can improve the aesthetics by adding texture to the bones. Likely this will involve taking the bone into blender or another tool to unwrap it (at less prominent seams) and apply a texture to it to test. E.g. https://tileable.co/discover/bone/
The text was updated successfully, but these errors were encountered:
I tried a few strategies for the images in the textbook, including texture mapping the way you're "supposed" to do it, generating the textures procedurally, and a giant hack. The giant hack worked best and looked good enough (but don't tell my old graphics prof I did it this way 😉 ). Briefly, I used a generic bone-like texture tile and mapped it onto each triangle independently, calculating texture coordinates for each triangle from across the entire texture tile. This won't work in general since you're just naively stamping the texture tile onto each triangle, but it worked in this case because the texture itself hides the seams between triangles. (As long as there aren't any large features on the texture tile, you won't notice if a feature is partially cut off at an edge.) This strategy only required one relatively small texture tile and could be applied to any bone mesh without calculating/storing texture coordinates specifically for each mesh. Happy to discuss the details if that would be helpful. 🦴
Now that we have the models for the visualizer baked into the repository we can improve the aesthetics by adding texture to the bones. Likely this will involve taking the bone into blender or another tool to unwrap it (at less prominent seams) and apply a texture to it to test. E.g. https://tileable.co/discover/bone/
The text was updated successfully, but these errors were encountered: