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标题: 【求助】搞不明白手机上的字是怎么弄上去的? [打印本页]

作者: 3344    时间: 2002-10-5 10:14
标题: 【求助】搞不明白手机上的字是怎么弄上去的?
最近学着渲染,  
可搞了很久,  
还是不明白手机上的字是怎么弄上去的?  
麻烦高手指点一下,  
谢谢啦!!
作者: inta    时间: 2002-10-5 11:45
同感:I:I:~):~)
作者: cy_sun    时间: 2002-10-5 13:08
贴图
作者: gbf0404    时间: 2002-10-5 20:11
就是贴图,因为图片位置可以根据面的形状进行调整:^)
作者: iDesign    时间: 2002-10-5 21:04
我一直没说,是因为我想看看其他人怎么作的,。。。
  
我是写字写上去的!:I
  
上面说贴图的,贴一个看看吖,俺没那么用过的!
作者: Know?    时间: 2002-10-7 15:41
转到其他渲染软件中就可以贴上去了
作者: 开开    时间: 2002-10-7 17:05
要将文字先在photo shop中做成tiff文件,然后就可以贴图了。
作者: yang    时间: 2002-10-7 17:06
做个例子吧。。。。
作者: hwxhulin    时间: 2002-10-7 18:19
贴图,
在proe里面是这样做的。
先量好或计算好你要画的零件或图形的大小,把图像转为jpg或tif格式.然后在pro/e中画一个对应大小的平面.将这个平面正面向你(一定),然后单独为它设颜色,设颜色是加上贴图花纹(detail).view==>model setup==>color appearance....==>Add(选择或调一种颜色)==>detail==>texture map..==>选择你刚做的jpg或tif图.==>选择刚做的平面==>弹出material placement对话框==>将copies选项设为single.==>调整placement和scale的值直到要画的零件刚好充满平面.==>done!!!  
   当然你也可以先画好再放比例.  
先做一个长方体面你也可以摆一个立体构图出来作参考.  
jpg或tif图最好放在graphic-library\texture\scenery目录下,否则下次再开就没了.
作者: hwxhulin    时间: 2002-10-7 18:25
UG里面也是可以的,而且UG的渲染功能较PROE强大
作者: iDesign    时间: 2002-10-8 01:26
贴图当然是可以,但图片也要作的吖,反正都是要写字,在UG里面写是一样的!拉伸、修剪!  
  
谁来作个贴图的吖?
作者: jeanette    时间: 2002-12-7 14:00
iDesign wrote:
贴图当然是可以,但图片也要作的吖,反正都是要写字,在UG里面写是一样的!拉伸、修剪!
  
  谁来作个贴图的吖?

你的字是怎么做出来的呀,是不是在drawing中写好后输出成为cgm文件,再导入?我这么做过,但是没有合适的空心字体。   
  
作者: duanxz    时间: 2002-12-7 14:26
3344,你怎么又出来了?你不是出国了吗?
作者: bs906    时间: 2002-12-7 14:45
https://www.icax.org/viewthread. ... %3D1&page=#pid=
作者: iDesign    时间: 2002-12-9 23:40
找个现成的帖出来。。。
  
The first thing you will need is a TIFF image of the artwork you would  
like to use. The TIFF image should be a 24bit (true color) color TIFF  
image.  
  
Now you have one decision to make:  
  
1) Will the texture completely cover a single face of the model  
  
or  
  
2) Will the texture be just a small area in a larger face.  
  
In the case of the nail gun the texture is intended to fix exactly over  
one face of the model. This simplifies things.  
  
For case 1).  
    You need to create a texture in UG/Photo using the TIFF image.  
     When you edit the texture first select "attern".  
        The type of pattern will be "Wrapped Image".  
        Click the Filename button and select your TIFF image.  
  
     Now you need a texture space.  
        While you edit the texture select "Texture Space".  
         Set the type of texture space to Arbitrary Plane.  
  
         Now you need to know the size of the area for the image  
         measure the width of the area in UG and set that as the  
         scale value for the texture space.  
  
         Measure the height of the area for the texture. Set the  
         aspect ratio as " height / width ".  
  
          Set the origin of the texture space to be the upper left  
          corner of the area.  
  
          Set the up vector to be in the direction of the "height" of the  
face  
  
          Set the normal vector to be normal to the face.  
  
   &nbspress OK to finish the creation of this texture.  
  
Now that the texture has been defined as a wrapped image with an  
appropriate texture space to scale an position it - we are ready to  
assign it. Go to the Assign Materials/Textures in UG/Photo and  
assign this texture to the face. Click on the little option button to  
make sure you are picking faces. Press OK or APPLY.  
  
(You probably also want to assign a different material to the face  
as well. I tend to use some plastic material. The color of the  
material  
will be ignored in favor of the colors provide by the TIFF image in  
the texture - but the reflectance will still come from the material.  
By having a separate material for the logo you can better control  
the brightness of the logo without changing the appearance of other  
geometry )  
  
Now you should have it - a texture applied to a face of the object  
and the logo should be properly scaled for that area.  
  
For case 2) One method to use is to create a rectangular surface  
that is slightly offset from the face. If the face is curved then I  
tend to project curves onto the face, move them off the face slightly  
and create a free form surface with those curves.  
  
Now that you have the offset face, you can add the image texture  
in the same manner as case 1.  
  
Other techniques include: splitting or trimming the original  
face so that you have region for the logo.  
  
John Baker mentioned using stencils. Stencils are mainly useful when  
the logo is being applied to a glass bottle, or when the the logo spans  
multiple faces which have different colors. Stencils almost always  
require the creation of an offset surface.




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