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CAD/CAM/CAE/设计/模具 高清视频【积分说明】如何快速获得积分?快速3D打印 手板模型CNC加工服务在线3D打印服务,上传模型,自动报价
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【求助】搞不明白手机上的字是怎么弄上去的?

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11
发表于 2002-10-8 01:26:05 | 只看该作者
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?
12
发表于 2002-12-7 14:00:51 | 只看该作者
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。   
  
头像被屏蔽
13
发表于 2002-12-7 14:26:44 | 只看该作者
提示: 作者被禁止或删除 内容自动屏蔽
14
发表于 2002-12-7 14:45:18 | 只看该作者
15
发表于 2002-12-9 23:40:30 | 只看该作者
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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