Adding Complex Vector Mapping
In this weeks blog posting I’d like to cite a new method of applying vector mapping to your models. This method for applying vector mapping was devised by Master Swifter Mark Rush. Rush is a long time member of the Swift 3D community and has contributed many hours of support and inspiration to us all. Check out the Erain.com or Swiftdev.com forums and you might run across Mark working on his latest and greatest models and sharing his newly discovered ideas with the masses.(Link to original Vector Mapping Post - http://www.swiftdev.com/viewtopic.php?topic=994&forum=41&start=0 Page 4).
Vector Mapping – Advanced Skill Level
Lets say we have a Swift 3D character that we created and we want to add the logo that you see to the right onto the middle of the characters back and have it render in vector format.
Step 1.
Take a screenshot of the back of your character / object. Using either Flash or Illustrator, place your object in a layer and then in a new layer (using the pen tool) make a path around the region where your vector map will be placed. When you're finished place your vector map inside the path as the picture in picture shows. Export your vector map combined with the path as an .AI or .EPS file.
Step 2.
Import
your file into Swift 3D. By default the vector map will be extruded.
Step 3.
Select the vector map and move to the Advanced Modeler (AM). In the AM, ensure that your vector map is all one object (If it is in multiple pieces, select one of the groups and then right click on each of the different groups and select 'Combine with Selection'). Using faces, and the Left or Right Viewport, select the back and side faces and then delete them to get the results that the third picture shows.
Step 4.
In the Scene Editor, bring both the object that your vector map will be applied to and the vector map into the AM. Using 'Combine with Selection', add the vector map mesh to your original object (Torso in my case). On the original object (torso), delete the poly goings that the vector map will replace. Next, weld the neighboring points from one object to another together as shown in the right image below. Note, before you being welding, try to align your vector map to the original object as best as you can.
Step 5.
Make the appropriate surface group modifications to avoid any unwanted lines and adjust the colors of the resulting mesh as needed.
Final.
Now render your object with vector output to view the final results.
This techinque has a venerable history -- first mentioned in 1999 by David Gould, the creator of Illustrate!, to show how to apply vector decals to models.